@onerjs/core 8.55.9 → 8.56.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrDirectLightingInit.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrDirectLightingInit\";\nconst shader = `#ifdef LIGHT{X}\nvar preInfo{X}: preLightingInfo;var preInfoCoat{X}: preLightingInfo;let lightColor{X}: vec4f=light{X}.vLightDiffuse;var shadow{X}: f32=1.0f;\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef SPOTLIGHT{X}\npreInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);\n#elif defined(DIRLIGHT{X})\npreInfo{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,specular_roughness);preInfoCoat{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC2Sampler,viewDirectionW,coatNormalW,fragmentInputs.vPositionW,light{X}.vLightData,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,coat_roughness);\n#endif\npreInfo{X}.NdotV=baseGeoInfo.NdotV;preInfoCoat{X}.NdotV=coatGeoInfo.NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo{X}.attenuation=1.0f;\n#endif\npreInfoCoat{X}.attenuation=preInfo{X}.attenuation;\n#if defined(HEMILIGHT{X})\npreInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;\n#else\npreInfo{X}.roughness=adjustRoughnessFromLightProperties(specular_roughness,light{X}.vLightSpecular.a,preInfo{X}.lightDistance);preInfoCoat{X}.roughness=adjustRoughnessFromLightProperties(coat_roughness,light{X}.vLightSpecular.a,preInfoCoat{X}.lightDistance);\n#endif\npreInfo{X}.diffuseRoughness=base_diffuse_roughness;preInfo{X}.surfaceAlbedo=base_color.rgb;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingInitWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrDirectLightingInit.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrDirectLightingInit.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,2BAA2B,CAAC;AACzC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuEd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,6BAA6B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrDirectLightingInit\";\nconst shader = `#ifdef LIGHT{X}\nvar preInfo{X}: preLightingInfo;var preInfoCoat{X}: preLightingInfo;let lightColor{X}: vec4f=light{X}.vLightDiffuse;var shadow{X}: f32=1.0f;\n#if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})\n#else\n#define CUSTOM_LIGHT{X}_COLOR \n#ifdef SPOTLIGHT{X}\npreInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,fragmentInputs.vPositionW);\n#elif defined(POINTLIGHT{X})\npreInfo{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW,fragmentInputs.vPositionW);preInfoCoat{X}=computePointAndSpotPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW,fragmentInputs.vPositionW);\n#elif defined(HEMILIGHT{X})\npreInfo{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeHemisphericPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);\n#elif defined(DIRLIGHT{X})\npreInfo{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,normalW);preInfoCoat{X}=computeDirectionalPreLightingInfo(light{X}.vLightData,viewDirectionW,coatNormalW);\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,normalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,specular_roughness);preInfoCoat{X}=computeAreaPreLightingInfo(areaLightsLTC1Sampler,areaLightsLTC1SamplerSampler,areaLightsLTC2Sampler,areaLightsLTC2SamplerSampler,viewDirectionW,coatNormalW,fragmentInputs.vPositionW,light{X}.vLightData.xyz,light{X}.vLightWidth.xyz,light{X}.vLightHeight.xyz,coat_roughness);\n#endif\npreInfo{X}.NdotV=baseGeoInfo.NdotV;preInfoCoat{X}.NdotV=coatGeoInfo.NdotV;\n#ifdef SPOTLIGHT{X}\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w);\n#endif\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#endif\n#else\npreInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#ifdef IESLIGHTTEXTURE{X}\npreInfo{X}.attenuation*=computeDirectionalLightFalloff_IES(light{X}.vLightDirection.xyz,preInfo{X}.L,iesLightTexture{X});\n#else\npreInfo{X}.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,preInfo{X}.L,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\n#endif\n#elif defined(POINTLIGHT{X})\n#ifdef LIGHT_FALLOFF_GLTF{X}\npreInfo{X}.attenuation=computeDistanceLightFalloff_GLTF(preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Physical(preInfo{X}.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npreInfo{X}.attenuation=computeDistanceLightFalloff_Standard(preInfo{X}.lightOffset,light{X}.vLightFalloff.x);\n#else\npreInfo{X}.attenuation=computeDistanceLightFalloff(preInfo{X}.lightOffset,preInfo{X}.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\n#else\npreInfo{X}.attenuation=1.0f;\n#endif\npreInfoCoat{X}.attenuation=preInfo{X}.attenuation;\n#if defined(HEMILIGHT{X})\npreInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;\n#elif defined(AREALIGHT{X}) && defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\npreInfo{X}.roughness=specular_roughness;preInfoCoat{X}.roughness=coat_roughness;\n#else\npreInfo{X}.roughness=adjustRoughnessFromLightProperties(specular_roughness,light{X}.vLightSpecular.a,preInfo{X}.lightDistance);preInfoCoat{X}.roughness=adjustRoughnessFromLightProperties(coat_roughness,light{X}.vLightSpecular.a,preInfoCoat{X}.lightDistance);\n#endif\npreInfo{X}.diffuseRoughness=base_diffuse_roughness;preInfo{X}.surfaceAlbedo=base_color.rgb;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrDirectLightingInitWGSL = { name, shader };\n"]}
@@ -188,12 +188,18 @@ bitangent,normal,
188
188
  reflectionFilteringInfo,noise.xy,isRefraction,ior),
189
189
  1.0f);
190
190
  #else
191
- const samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var reflectionCoords=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
192
- if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
191
+ const samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
192
+ #ifdef REFLECTIONMAP_3D
193
+ var reflectionCoords: vec3f;if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
193
194
  reflectionCoords=(uniforms.reflectionMatrix*vec4f(reflectionCoords,0.f)).xyz;
194
195
  #ifdef REFLECTIONMAP_OPPOSITEZ
195
196
  reflectionCoords.z*=-1.0f;
196
197
  #endif
198
+ #else
199
+ var sampleDirection: vec3f;if (isRefraction) {sampleDirection=double_refract(-viewDirectionW,bentNormal,ior);} else {sampleDirection=reflect(-viewDirectionW,bentNormal);}
200
+ let originalViewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-positionW);let mappingNormalCandidate: vec3f=originalViewDirectionW+sampleDirection;var mappingNormal: vec3f;if (dot(mappingNormalCandidate,mappingNormalCandidate)>Epsilon) {mappingNormal=normalize(mappingNormalCandidate);} else {let perpendicularAxis: vec3f=select(vec3f(0.0f,1.0f,0.0f),vec3f(1.0f,0.0f,0.0f),abs(originalViewDirectionW.x)<0.9f);mappingNormal=normalize(cross(originalViewDirectionW,perpendicularAxis));}
201
+ let reflectionCoords: vec2f=createReflectionCoords(positionW,mappingNormal);
202
+ #endif
197
203
  radianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);
198
204
  #ifdef RGBDREFLECTION
199
205
  accumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);
@@ -1 +1 @@
1
- {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Nd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nfn sampleIrradiance(\nsurfaceNormal: vec3f\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradianceSH: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,iblMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler\n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,reflectionInfos: vec2f\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->vec3f {var environmentIrradiance=vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvar irradianceVector=(iblMatrix*vec4f(surfaceNormal,0.0f)).xyz;var irradianceView=(iblMatrix*vec4f(viewDirectionW,0.0f)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{let NdotV=max(dot(surfaceNormal,viewDirectionW),0.0f);irradianceVector=mix(irradianceVector,irradianceView,(0.5f*(1.0f-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,reflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nlet Ls: vec3f=normalize(reflectionDominantDirection);let NoL: f32=dot(irradianceVector,Ls);let NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm=vec3f(1.0f);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nlet LoV: f32=dot (Ls,irradianceView);let mag: f32=length(reflectionDominantDirection)*2.0f;let clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1f),vec3f(1.0f));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0f),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0f,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nlet H: vec3f=(irradianceView+Ls)*0.5f;let VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=reflectionInfos.x;return environmentIrradiance;}\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec3f\n#else\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec2f\n#endif\n{var reflectionVector: vec3f=computeReflectionCoords(vec4f(vPositionW,1.0f),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0f-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\nfn sampleRadiance(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoOutParams\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionFilteringInfo),1.0f);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\nvar envRadiance: vec3f=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=reflectionInfos.x;return envRadiance;}\n#if defined(ANISOTROPIC)\nfn sampleRadianceAnisotropic(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoAnisoOutParams\n,normalW: vec3f\n,viewDirectionW: vec3f\n,positionW: vec3f\n,noise: vec3f\n,isRefraction: bool\n,ior: f32\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);let alphaT=alphaG*sqrt(2.0f/(1.0f+(1.0f-geoInfo.anisotropy)*(1.0f-geoInfo.anisotropy)));let alphaB=(1.0f-geoInfo.anisotropy)*alphaT;let modifiedAlphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvar view=(uniforms.reflectionMatrix*vec4f(viewDirectionW,0.0f)).xyz;var tangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicTangent,0.0f)).xyz;var bitangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicBitangent,0.0f)).xyz;var normal=(uniforms.reflectionMatrix*vec4f(normalW,0.0f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0f;tangent.z*=-1.0f;bitangent.z*=-1.0f;normal.z*=-1.0f;\n#endif\nenvironmentRadiance =\nvec4f(radianceAnisotropic(alphaT,alphaB,reflectionSampler,reflectionSamplerSampler,\nview,tangent,\nbitangent,normal,\nreflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0f);\n#else\nconst samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var reflectionCoords=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\nif (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=(uniforms.reflectionMatrix*vec4f(reflectionCoords,0.f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0f;\n#endif\nradianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\naccumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\naccumulatedRadiance+=vec3f(sample_weight)*toLinearSpaceVec3(radianceSample.rgb);\n#else\naccumulatedRadiance+=vec3f(sample_weight)*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4f(accumulatedRadiance/vec3f(total_weight),1.0f);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.xxx,environmentRadiance.a);return environmentRadiance.rgb;}\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nfn computeDielectricIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->f32\n{let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(reflectance.F0),vec3f(reflectance.F90),environmentBrdf).r;let dielectricECF: f32=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\nfn computeConductorIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->vec3f\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nlet openPBRBrdf: vec3f=vec3f(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);let b: vec3f =getF82B(reflectance.coloredF0,reflectance.coloredF90);let E_F82: vec3f=getF82DirectionalAlbedo(reflectance.coloredF0,vec3f(1.0),b,openPBRBrdf);let F_avg: vec3f=getF82AverageFresnel(reflectance.coloredF0,b);let ECF: vec3f =vec3f(1.0)+F_avg*(vec3f(1.0)/openPBRBrdf.y-vec3f(1.0));return clamp(E_F82*ECF,vec3f(0.0),vec3f(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"openpbrIblFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/openpbrIblFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiOd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,uBAAuB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"openpbrIblFunctions\";\nconst shader = `#ifdef REFLECTION\nfn sampleIrradiance(\nsurfaceNormal: vec3f\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradianceSH: vec3f\n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,iblMatrix: mat4x4f\n#endif\n#ifdef USEIRRADIANCEMAP\n#ifdef REFLECTIONMAP_3D\n,irradianceSampler: texture_cube<f32>\n,irradianceSamplerSampler: sampler\n#else\n,irradianceSampler: texture_2d<f32>\n,irradianceSamplerSampler: sampler\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,reflectionDominantDirection: vec3f\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#ifdef IBL_CDF_FILTERING\n,icdfSampler: texture_2d<f32>\n,icdfSamplerSampler: sampler\n#endif\n#endif\n,reflectionInfos: vec2f\n,viewDirectionW: vec3f\n,diffuseRoughness: f32\n,surfaceAlbedo: vec3f\n)->vec3f {var environmentIrradiance=vec3f(0.,0.,0.);\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\nvar irradianceVector=(iblMatrix*vec4f(surfaceNormal,0.0f)).xyz;var irradianceView=(iblMatrix*vec4f(viewDirectionW,0.0f)).xyz;\n#if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)\n#if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY\n{let NdotV=max(dot(surfaceNormal,viewDirectionW),0.0f);irradianceVector=mix(irradianceVector,irradianceView,(0.5f*(1.0f-NdotV))*diffuseRoughness);}\n#endif\n#endif\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;irradianceView.z*=-1.0;\n#endif\n#ifdef INVERTCUBICMAP\nirradianceVector.y*=-1.0;irradianceView.y*=-1.0;\n#endif\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradianceSH;\n#else\n#if defined(REALTIME_FILTERING)\nenvironmentIrradiance=irradiance(reflectionSampler,reflectionSamplerSampler,irradianceVector,reflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n);\n#else\nenvironmentIrradiance=computeEnvironmentIrradiance(irradianceVector);\n#endif\n#endif\n#elif defined(USEIRRADIANCEMAP)\n#ifdef REFLECTIONMAP_3D\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,irradianceVector);\n#else\nlet environmentIrradianceFromTexture: vec4f=textureSample(irradianceSampler,irradianceSamplerSampler,reflectionCoords);\n#endif\nenvironmentIrradiance=environmentIrradianceFromTexture.rgb;\n#ifdef RGBDREFLECTION\nenvironmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentIrradiance.rgb=toLinearSpaceVec3(environmentIrradiance.rgb);\n#endif\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\nlet Ls: vec3f=normalize(reflectionDominantDirection);let NoL: f32=dot(irradianceVector,Ls);let NoV: f32=dot(irradianceVector,irradianceView);var diffuseRoughnessTerm=vec3f(1.0f);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nlet LoV: f32=dot (Ls,irradianceView);let mag: f32=length(reflectionDominantDirection)*2.0f;let clampedAlbedo: vec3f=clamp(surfaceAlbedo,vec3f(0.1f),vec3f(1.0f));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3f(1.0f),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0f,1.0f)));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\nlet H: vec3f=(irradianceView+Ls)*0.5f;let VoH: f32=dot(irradianceView,H);diffuseRoughnessTerm=vec3f(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);\n#endif\nenvironmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;\n#endif\n#endif\nenvironmentIrradiance*=reflectionInfos.x;return environmentIrradiance;}\n#ifdef REFLECTIONMAP_3D\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec3f\n#else\nfn createReflectionCoords(vPositionW: vec3f,normalW: vec3f)->vec2f\n#endif\n{var reflectionVector: vec3f=computeReflectionCoords(vec4f(vPositionW,1.0f),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=reflectionVector;\n#else\nvar reflectionCoords: vec2f=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0f-reflectionCoords.y;\n#endif\nreturn reflectionCoords;}\nfn sampleRadiance(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoOutParams\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec3f\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n,reflectionCoords: vec2f\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,alphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nenvironmentRadiance=vec4f(radiance(alphaG,reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionFilteringInfo),1.0f);\n#else\nenvironmentRadiance=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#endif\nvar envRadiance: vec3f=environmentRadiance.rgb;\n#ifdef RGBDREFLECTION\nenvRadiance=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvRadiance=toLinearSpaceVec3(environmentRadiance.rgb);\n#endif\nenvRadiance*=reflectionInfos.x;return envRadiance;}\n#if defined(ANISOTROPIC)\nfn sampleRadianceAnisotropic(\nalphaG: f32\n,reflectionMicrosurfaceInfos: vec3f\n,reflectionInfos: vec2f\n,geoInfo: geometryInfoAnisoOutParams\n,normalW: vec3f\n,viewDirectionW: vec3f\n,positionW: vec3f\n,noise: vec3f\n,isRefraction: bool\n,ior: f32\n#ifdef REFLECTIONMAP_3D\n,reflectionSampler: texture_cube<f32>\n,reflectionSamplerSampler: sampler\n#else\n,reflectionSampler: texture_2d<f32>\n,reflectionSamplerSampler: sampler\n#endif\n#ifdef REALTIME_FILTERING\n,reflectionFilteringInfo: vec2f\n#endif\n)->vec3f {var environmentRadiance: vec4f=vec4f(0.f,0.f,0.f,0.f);let alphaT=alphaG*sqrt(2.0f/(1.0f+(1.0f-geoInfo.anisotropy)*(1.0f-geoInfo.anisotropy)));let alphaB=(1.0f-geoInfo.anisotropy)*alphaT;let modifiedAlphaG=alphaB;\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG,geoInfo.NdotVUnclamped);\n#elif defined(LINEARSPECULARREFLECTION)\nvar reflectionLOD: f32=getLinearLodFromRoughness(reflectionMicrosurfaceInfos.x,roughness);\n#else\nvar reflectionLOD: f32=getLodFromAlphaG(reflectionMicrosurfaceInfos.x,modifiedAlphaG);\n#endif\nreflectionLOD=reflectionLOD*reflectionMicrosurfaceInfos.y+reflectionMicrosurfaceInfos.z;\n#ifdef REALTIME_FILTERING\nvar view=(uniforms.reflectionMatrix*vec4f(viewDirectionW,0.0f)).xyz;var tangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicTangent,0.0f)).xyz;var bitangent=(uniforms.reflectionMatrix*vec4f(geoInfo.anisotropicBitangent,0.0f)).xyz;var normal=(uniforms.reflectionMatrix*vec4f(normalW,0.0f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nview.z*=-1.0f;tangent.z*=-1.0f;bitangent.z*=-1.0f;normal.z*=-1.0f;\n#endif\nenvironmentRadiance =\nvec4f(radianceAnisotropic(alphaT,alphaB,reflectionSampler,reflectionSamplerSampler,\nview,tangent,\nbitangent,normal,\nreflectionFilteringInfo,noise.xy,isRefraction,ior),\n1.0f);\n#else\nconst samples: i32=16;var radianceSample=vec4f(0.0);var accumulatedRadiance=vec3f(0.0);var sample_weight=0.0f;var total_weight=0.0f;let step=1.0f/f32(max(samples-1,1));for (var i: i32=0; i<samples; i++) {var t: f32=mix(-1.0,1.0,f32(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);var bentNormal: vec3f;if (t<0.0) {let blend: f32=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {let blend: f32=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f;if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}\nreflectionCoords=(uniforms.reflectionMatrix*vec4f(reflectionCoords,0.f)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionCoords.z*=-1.0f;\n#endif\n#else\nvar sampleDirection: vec3f;if (isRefraction) {sampleDirection=double_refract(-viewDirectionW,bentNormal,ior);} else {sampleDirection=reflect(-viewDirectionW,bentNormal);}\nlet originalViewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-positionW);let mappingNormalCandidate: vec3f=originalViewDirectionW+sampleDirection;var mappingNormal: vec3f;if (dot(mappingNormalCandidate,mappingNormalCandidate)>Epsilon) {mappingNormal=normalize(mappingNormalCandidate);} else {let perpendicularAxis: vec3f=select(vec3f(0.0f,1.0f,0.0f),vec3f(1.0f,0.0f,0.0f),abs(originalViewDirectionW.x)<0.9f);mappingNormal=normalize(cross(originalViewDirectionW,perpendicularAxis));}\nlet reflectionCoords: vec2f=createReflectionCoords(positionW,mappingNormal);\n#endif\nradianceSample=textureSampleLevel(reflectionSampler,reflectionSamplerSampler,reflectionCoords,reflectionLOD);\n#ifdef RGBDREFLECTION\naccumulatedRadiance+=vec3f(sample_weight)*fromRGBD(radianceSample);\n#elif defined(GAMMAREFLECTION)\naccumulatedRadiance+=vec3f(sample_weight)*toLinearSpaceVec3(radianceSample.rgb);\n#else\naccumulatedRadiance+=vec3f(sample_weight)*radianceSample.rgb;\n#endif\ntotal_weight+=sample_weight;}\nenvironmentRadiance=vec4f(accumulatedRadiance/vec3f(total_weight),1.0f);\n#endif\nenvironmentRadiance=vec4f(environmentRadiance.rgb*reflectionInfos.xxx,environmentRadiance.a);return environmentRadiance.rgb;}\n#endif\n#endif\n#ifdef ENVIRONMENTBRDF\nfn computeDielectricIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->f32\n{let dielectricIblFresnel: f32=getReflectanceFromBRDFWithEnvLookup(vec3f(reflectance.F0),vec3f(reflectance.F90),environmentBrdf).r;let dielectricECF: f32=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}\nfn computeConductorIblFresnel(reflectance: ReflectanceParams,environmentBrdf: vec3f)->vec3f\n{\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\nlet openPBRBrdf: vec3f=vec3f(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);let b: vec3f =getF82B(reflectance.coloredF0,reflectance.coloredF90);let E_F82: vec3f=getF82DirectionalAlbedo(reflectance.coloredF0,vec3f(1.0),b,openPBRBrdf);let F_avg: vec3f=getF82AverageFresnel(reflectance.coloredF0,b);let ECF: vec3f =vec3f(1.0)+F_avg*(vec3f(1.0)/openPBRBrdf.y-vec3f(1.0));return clamp(E_F82*ECF,vec3f(0.0),vec3f(1.0));\n#else\nreturn getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);\n#endif\n}\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const openpbrIblFunctionsWGSL = { name, shader };\n"]}
@@ -6,6 +6,9 @@ var writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragD
6
6
  #ifdef PREPASS_POSITION
7
7
  fragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
8
8
  #endif
9
+ #ifdef PREPASS_OBJECT_ID
10
+ fragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;
11
+ #endif
9
12
  #ifdef PREPASS_LOCAL_POSITION
10
13
  fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);
11
14
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrBlockPrePass.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Gd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,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\nvar writeGeometryInfo: f32=select(0.0,1.0,finalColor.a>ALPHATESTVALUE);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]= vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(surfaceAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvar sqAlbedo : vec3f=sqrt(surfaceAlbedo); \n#endif\n#ifdef PREPASS_IRRADIANCE_LEGACY\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb-irradiance,finalColor.a); \n#endif\nirradiance/=sqAlbedo;fragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo*uniforms.scatteringDiffusionProfile/255.); \n#else\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=finalColor; \n#endif\nfragData[PREPASS_IRRADIANCE_LEGACY_INDEX]=vec4f(clamp(irradiance,vec3f(0.),vec3f(1.)),writeGeometryInfo); \n#endif\n#else\n#ifdef PREPASS_IRRADIANCE\nvar irradiance : vec3f=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(irradiance,writeGeometryInfo);\n#endif\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=vec4f(finalColor.rgb,finalColor.a);\n#endif\n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#ifndef UNLIT\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(specularEnvironmentR0,microSurface)*writeGeometryInfo;\n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(0.0,0.0,0.0,1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrBlockPrePassWGSL = { name, shader };\n"]}
@@ -78,6 +78,11 @@ var smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.
78
78
  var specTerm: vec3f=modifiedFresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
79
79
  #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
80
80
  fn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
81
+ fn computeOpenPBRAreaSpecularLighting(info: preLightingInfo,lightColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {let fresnel: vec3f=reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;return lightColor*fresnel*info.areaLightSpecular;}
82
+ #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
83
+ fn computeOpenPBRAreaConductorSpecularLighting(info: preLightingInfo,lightColor: vec3f,reflectance0: vec3f,edgeTint: vec3f)->vec3f {let b: vec3f=getF82B(reflectance0,edgeTint);let normalizedSchlickMoment: f32=clamp(info.areaLightFresnel.y/max(info.areaLightFresnel.x,Epsilon),0.0f,1.0f);let representativeOneMinusCosTheta: f32=pow(normalizedSchlickMoment,0.2f);let f82DipMoment: f32=info.areaLightFresnel.y*representativeOneMinusCosTheta*(1.0f-representativeOneMinusCosTheta);let fresnel: vec3f=reflectance0*info.areaLightFresnel.x+(vec3f(1.0f)-reflectance0)*info.areaLightFresnel.y-b*f82DipMoment;return lightColor*clamp(fresnel,vec3f(0.0f),vec3f(info.areaLightFresnel.x))*info.areaLightSpecular;}
84
+ #endif
85
+ fn computeOpenPBRAreaFresnel(info: preLightingInfo,reflectance0: f32,reflectance90: f32)->f32 {return reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;}
81
86
  #endif
82
87
  #endif
83
88
  #ifdef FUZZ
@@ -1 +1 @@
1
- {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,iCAAiC,CAAC;AACzC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrClusteredLightingFunctions\";\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmission: vec3f,\n#endif\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\n#endif\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(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;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nvar wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvar diffuseTerm : vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,\ninfo.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;\n#else\nlet diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n#endif\n}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var modifiedFresnel: vec3f=fresnel;\n#ifdef IRIDESCENCE\nmodifiedFresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=modifiedFresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\n#endif\n#endif\n#ifdef FUZZ\nfn evalFuzz(L: vec3f,NdotL: f32,NdotV: f32,T: vec3f,B: vec3f,ltcLut: vec3f)->f32\n{if (NdotL<=0.0f || NdotV<=0.0f) {return 0.0f;}\nlet M=mat3x3f(\nvec3f(ltcLut.r,0.0f,0.0f),\nvec3f(ltcLut.g,1.0f,0.0f),\nvec3f(0.0f,0.0f,1.0f)\n);let Llocal: vec3f=vec3f(dot(L,T),dot(L,B),NdotL);let Lwarp: vec3f=normalize(M*Llocal);let cosThetaWarp: f32=max(Lwarp.z,0.0f);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<pbrClusteredLightingFunctions>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"pbrDirectLightingFunctions.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/ShadersInclude/pbrDirectLightingFunctions.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,8BAA8B,CAAC;AACtC,OAAO,iCAAiC,CAAC;AACzC,MAAM,IAAI,GAAG,4BAA4B,CAAC;AAC1C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsHd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,8BAA8B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./clusteredLightingFunctions\";\nimport \"./pbrClusteredLightingFunctions\";\nconst name = \"pbrDirectLightingFunctions\";\nconst shader = `#define CLEARCOATREFLECTANCE90 1.0\nstruct lightingInfo\n{diffuse: vec3f,\n#ifdef SS_TRANSLUCENCY\ndiffuseTransmission: vec3f,\n#endif\n#ifdef SPECULARTERM\nspecular: vec3f,\n#endif\n#ifdef CLEARCOAT\nclearCoat: vec4f,\n#endif\n#ifdef SHEEN\nsheen: vec3f\n#endif\n};fn adjustRoughnessFromLightProperties(roughness: f32,lightRadius: f32,lightDistance: f32)->f32 {\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\nvar lightRoughness: f32=lightRadius/lightDistance;var totalRoughness: f32=saturate(lightRoughness+roughness);return totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfn computeHemisphericDiffuseLighting(info: preLightingInfo,lightColor: vec3f,groundColor: vec3f)->vec3f {return mix(groundColor,lightColor,info.NdotL);}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {return info.areaLightDiffuse*lightColor;}\n#endif\nfn computeDiffuseLighting(info: preLightingInfo,lightColor: vec3f)->vec3f {var diffuseTerm: vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(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;}\nfn computeProjectionTextureDiffuseLighting(projectionLightTexture: texture_2d<f32>,projectionLightSampler: sampler,textureProjectionMatrix: mat4x4f,posW: vec3f)->vec3f{var strq: vec4f=textureProjectionMatrix* vec4f(posW,1.0);strq/=strq.w;var textureColor: vec3f=textureSample(projectionLightTexture,projectionLightSampler,strq.xy).rgb;return toLinearSpaceVec3(textureColor);}\n#ifdef SS_TRANSLUCENCY\nfn computeDiffuseTransmittedLighting(info: preLightingInfo,lightColor: vec3f,transmittance: vec3f)->vec3f {var transmittanceNdotL=vec3f(0.0);var NdotL: f32=absEps(info.NdotLUnclamped);\n#ifndef SS_TRANSLUCENCY_LEGACY\nif (info.NdotLUnclamped<0.0) {\n#endif\nvar wrapNdotL: f32=computeWrappedDiffuseNdotL(NdotL,0.02);var trAdapt: f32=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL, vec3f(wrapNdotL),trAdapt);\n#ifndef SS_TRANSLUCENCY_LEGACY\n}\nvar diffuseTerm : vec3f=vec3f(1.0/PI);\n#if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.roughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY\ndiffuseTerm=vec3f(diffuseBRDF_Burley(\ninfo.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));\n#elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON\nvar clampedAlbedo: vec3f=clamp(info.surfaceAlbedo,vec3f(0.1),vec3f(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,\ninfo.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;\n#endif\nreturn (transmittanceNdotL*diffuseTerm)*info.attenuation*lightColor;\n#else\nlet diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;\n#endif\n}\n#endif\n#ifdef SPECULARTERM\nfn computeSpecularLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,fresnel: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var modifiedFresnel: vec3f=fresnel;\n#ifdef IRIDESCENCE\nmodifiedFresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\n#ifdef BRDF_V_HEIGHT_CORRELATED\nvar smithVisibility: f32=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);\n#else\nvar smithVisibility: f32=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);\n#endif\nvar specTerm: vec3f=modifiedFresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)\nfn computeAreaSpecularLighting(info: preLightingInfo,specularColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {var fresnel:vec3f =reflectance0*specularColor*info.areaLightFresnel.x+( vec3f( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}\nfn computeOpenPBRAreaSpecularLighting(info: preLightingInfo,lightColor: vec3f,reflectance0: vec3f,reflectance90: vec3f)->vec3f {let fresnel: vec3f=reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;return lightColor*fresnel*info.areaLightSpecular;}\n#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR\nfn computeOpenPBRAreaConductorSpecularLighting(info: preLightingInfo,lightColor: vec3f,reflectance0: vec3f,edgeTint: vec3f)->vec3f {let b: vec3f=getF82B(reflectance0,edgeTint);let normalizedSchlickMoment: f32=clamp(info.areaLightFresnel.y/max(info.areaLightFresnel.x,Epsilon),0.0f,1.0f);let representativeOneMinusCosTheta: f32=pow(normalizedSchlickMoment,0.2f);let f82DipMoment: f32=info.areaLightFresnel.y*representativeOneMinusCosTheta*(1.0f-representativeOneMinusCosTheta);let fresnel: vec3f=reflectance0*info.areaLightFresnel.x+(vec3f(1.0f)-reflectance0)*info.areaLightFresnel.y-b*f82DipMoment;return lightColor*clamp(fresnel,vec3f(0.0f),vec3f(info.areaLightFresnel.x))*info.areaLightSpecular;}\n#endif\nfn computeOpenPBRAreaFresnel(info: preLightingInfo,reflectance0: f32,reflectance90: f32)->f32 {return reflectance0*info.areaLightFresnel.x+(reflectance90-reflectance0)*info.areaLightFresnel.y;}\n#endif\n#endif\n#ifdef FUZZ\nfn evalFuzz(L: vec3f,NdotL: f32,NdotV: f32,T: vec3f,B: vec3f,ltcLut: vec3f)->f32\n{if (NdotL<=0.0f || NdotV<=0.0f) {return 0.0f;}\nlet M=mat3x3f(\nvec3f(ltcLut.r,0.0f,0.0f),\nvec3f(ltcLut.g,1.0f,0.0f),\nvec3f(0.0f,0.0f,1.0f)\n);let Llocal: vec3f=vec3f(dot(L,T),dot(L,B),NdotL);let Lwarp: vec3f=normalize(M*Llocal);let cosThetaWarp: f32=max(Lwarp.z,0.0f);return cosThetaWarp*NdotL;}\n#endif\n#if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);var distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=vec3f(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}\n#elif defined(ANISOTROPIC)\nfn computeAnisotropicSpecularLighting(info: preLightingInfo,V: vec3f,N: vec3f,T: vec3f,B: vec3f,anisotropy: f32,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var TdotH: f32=dot(T,info.H);var BdotH: f32=dot(B,info.H);var TdotV: f32=dot(T,V);var BdotV: f32=dot(B,V);var TdotL: f32=dot(T,info.L);var BdotL: f32=dot(B,info.L);var alphaG: f32=convertRoughnessToAverageSlope(info.roughness);var alphaTB: vec2f=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,vec2f(geometricRoughnessFactor*geometricRoughnessFactor));var fresnel: vec3f=fresnelSchlickGGXVec3(info.VdotH,reflectance0,reflectance90);\n#ifdef IRIDESCENCE\nfresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);\n#endif\nvar distribution: f32=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);var smithVisibility: f32=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);var specTerm: vec3f=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#ifdef CLEARCOAT\nfn computeClearCoatLighting(info: preLightingInfo,Ncc: vec3f,geometricRoughnessFactor: f32,clearCoatIntensity: f32,lightColor: vec3f)->vec4f {var NccdotL: f32=saturateEps(dot(Ncc,info.L));var NccdotH: f32=saturateEps(dot(Ncc,info.H));var clearCoatRoughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(clearCoatRoughness);var fresnel: f32=fresnelSchlickGGX(info.VdotH,uniforms.vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;var distribution: f32=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);var kelemenVisibility: f32=visibility_Kelemen(info.VdotH);var clearCoatTerm: f32=fresnel*distribution*kelemenVisibility;return vec4f(\nclearCoatTerm*info.attenuation*NccdotL*lightColor,\n1.0-fresnel\n);}\nfn computeClearCoatLightingAbsorption(NdotVRefract: f32,L: vec3f,Ncc: vec3f,clearCoatColor: vec3f,clearCoatThickness: f32,clearCoatIntensity: f32)->vec3f {var LRefract: vec3f=-refract(L,Ncc,uniforms.vClearCoatRefractionParams.y);var NdotLRefract: f32=saturateEps(dot(Ncc,LRefract));var absorption: vec3f=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}\n#endif\n#ifdef SHEEN\nfn computeSheenLighting(info: preLightingInfo,N: vec3f,reflectance0: vec3f,reflectance90: vec3f,geometricRoughnessFactor: f32,lightColor: vec3f)->vec3f {var NdotH: f32=saturateEps(dot(N,info.H));var roughness: f32=max(info.roughness,geometricRoughnessFactor);var alphaG: f32=convertRoughnessToAverageSlope(roughness);var fresnel: f32=1.;var distribution: f32=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER\nvar visibility: f32=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);\n#else */\nvar visibility: f32=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */\nvar sheenTerm: f32=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\n#include<clusteredLightingFunctions>\n#include<pbrClusteredLightingFunctions>[0..maxSimultaneousLights]\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const pbrDirectLightingFunctionsWGSL = { name, shader };\n"]}
@@ -1,3 +1,4 @@
1
+ import "./objectIdFunctions.js";
1
2
  /** @internal */
2
3
  export declare const prePassDeclarationWGSL: {
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
  #ifdef PREPASS_LOCAL_POSITION
@@ -14,6 +15,10 @@ varying vNormViewDepth: f32;
14
15
  #if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)
15
16
  varying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;
16
17
  #endif
18
+ #ifdef PREPASS_OBJECT_ID
19
+ uniform objectId: f32;
20
+ #include<objectIdFunctions>
21
+ #endif
17
22
  #endif
18
23
  `;
19
24
  // Sideeffect
@@ -1 +1 @@
1
- {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;CAcd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore\";\nconst name = \"prePassDeclaration\";\nconst shader = `#ifdef PREPASS\n#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassDeclaration.js","sourceRoot":"","sources":["../../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;CAkBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,CAAC;IAC9C,WAAW,CAAC,wBAAwB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,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#ifdef PREPASS_LOCAL_POSITION\nvarying vPosition : vec3f;\n#endif\n#ifdef PREPASS_DEPTH\nvarying vViewPos: vec3f;\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nvarying vNormViewDepth: f32;\n#endif\n#if defined(PREPASS_VELOCITY) || defined(PREPASS_VELOCITY_LINEAR)\nvarying vCurrentPosition: vec4f;varying vPreviousPosition: vec4f;\n#endif\n#ifdef PREPASS_OBJECT_ID\nuniform objectId: f32;\n#include<objectIdFunctions>\n#endif\n#endif\n`;\n// Sideeffect\nif (!ShaderStore.IncludesShadersStoreWGSL[name]) {\n ShaderStore.IncludesShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const prePassDeclarationWGSL = { name, shader };\n"]}
@@ -3,6 +3,7 @@ import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  import { sceneUboDeclarationWGSL } from "./ShadersInclude/sceneUboDeclaration.js";
4
4
  import { meshUboDeclarationWGSL } from "./ShadersInclude/meshUboDeclaration.js";
5
5
  import { defaultUboDeclarationWGSL } from "./ShadersInclude/defaultUboDeclaration.js";
6
+ import { objectIdFunctionsWGSL } from "./ShadersInclude/objectIdFunctions.js";
6
7
  import { prePassDeclarationWGSL } from "./ShadersInclude/prePassDeclaration.js";
7
8
  import { oitDeclarationWGSL } from "./ShadersInclude/oitDeclaration.js";
8
9
  import { mainUVVaryingDeclarationWGSL } from "./ShadersInclude/mainUVVaryingDeclaration.js";
@@ -323,6 +324,9 @@ fragData[PREPASS_COLOR_INDEX]=color;
323
324
  #ifdef PREPASS_POSITION
324
325
  fragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);
325
326
  #endif
327
+ #ifdef PREPASS_OBJECT_ID
328
+ fragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;
329
+ #endif
326
330
  #ifdef PREPASS_LOCAL_POSITION
327
331
  fragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);
328
332
  #endif
@@ -408,7 +412,7 @@ if (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.f
408
412
  if (!ShaderStore.ShadersStoreWGSL[name]) {
409
413
  ShaderStore.ShadersStoreWGSL[name] = shader;
410
414
  }
411
- const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];
415
+ const includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];
412
416
  for (const inc of includes) {
413
417
  if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
414
418
  ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;
@@ -1 +1 @@
1
- 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[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\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\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\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\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\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
1
+ 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Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport { sceneUboDeclarationWGSL } from \"./ShadersInclude/sceneUboDeclaration\";\nimport { meshUboDeclarationWGSL } from \"./ShadersInclude/meshUboDeclaration\";\nimport { defaultUboDeclarationWGSL } from \"./ShadersInclude/defaultUboDeclaration\";\nimport { objectIdFunctionsWGSL } from \"./ShadersInclude/objectIdFunctions\";\nimport { prePassDeclarationWGSL } from \"./ShadersInclude/prePassDeclaration\";\nimport { oitDeclarationWGSL } from \"./ShadersInclude/oitDeclaration\";\nimport { mainUVVaryingDeclarationWGSL } from \"./ShadersInclude/mainUVVaryingDeclaration\";\nimport { helperFunctionsWGSL } from \"./ShadersInclude/helperFunctions\";\nimport { lightUboDeclarationWGSL } from \"./ShadersInclude/lightUboDeclaration\";\nimport { ltcHelperFunctionsWGSL } from \"./ShadersInclude/ltcHelperFunctions\";\nimport { clusteredLightingFunctionsWGSL } from \"./ShadersInclude/clusteredLightingFunctions\";\nimport { clusteredLightingComputeWGSL } from \"./ShadersInclude/clusteredLightingCompute\";\nimport { lightsFragmentFunctionsWGSL } from \"./ShadersInclude/lightsFragmentFunctions\";\nimport { shadowsFragmentFunctionsWGSL } from \"./ShadersInclude/shadowsFragmentFunctions\";\nimport { samplerFragmentDeclarationWGSL } from \"./ShadersInclude/samplerFragmentDeclaration\";\nimport { fresnelFunctionWGSL } from \"./ShadersInclude/fresnelFunction\";\nimport { reflectionFunctionWGSL } from \"./ShadersInclude/reflectionFunction\";\nimport { imageProcessingDeclarationWGSL } from \"./ShadersInclude/imageProcessingDeclaration\";\nimport { imageProcessingFunctionsWGSL } from \"./ShadersInclude/imageProcessingFunctions\";\nimport { textureRepetitionFunctionsWGSL } from \"./ShadersInclude/textureRepetitionFunctions\";\nimport { bumpFragmentMainFunctionsWGSL } from \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport { bumpFragmentFunctionsWGSL } from \"./ShadersInclude/bumpFragmentFunctions\";\nimport { clipPlaneFragmentDeclarationWGSL } from \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport { logDepthDeclarationWGSL } from \"./ShadersInclude/logDepthDeclaration\";\nimport { fogFragmentDeclarationWGSL } from \"./ShadersInclude/fogFragmentDeclaration\";\nimport { clipPlaneFragmentWGSL } from \"./ShadersInclude/clipPlaneFragment\";\nimport { bumpFragmentWGSL } from \"./ShadersInclude/bumpFragment\";\nimport { decalFragmentWGSL } from \"./ShadersInclude/decalFragment\";\nimport { depthPrePassWGSL } from \"./ShadersInclude/depthPrePass\";\nimport { lightFragmentWGSL } from \"./ShadersInclude/lightFragment\";\nimport { logDepthFragmentWGSL } from \"./ShadersInclude/logDepthFragment\";\nimport { fogFragmentWGSL } from \"./ShadersInclude/fogFragment\";\nimport { oitFragmentWGSL } from \"./ShadersInclude/oitFragment\";\n\nconst name = \"defaultPixelShader\";\nconst shader = `#include<defaultUboDeclaration>\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\n#include<oitDeclaration>\n#define CUSTOM_FRAGMENT_BEGIN\nvarying vPositionW: vec3f;\n#ifdef NORMAL\nvarying vNormalW: vec3f;\n#endif\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nvarying vColor: vec4f;\n#endif\n#if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0\nvarying vViewDepth: f32;\n#endif\n#include<mainUVVaryingDeclaration>[1..7]\n#include<helperFunctions>\n#include<lightUboDeclaration>[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\nvar refractionCubeSamplerSampler: sampler;var refractionCubeSampler: texture_cube<f32>;\n#else\nvar refraction2DSamplerSampler: sampler;var refraction2DSampler: texture_2d<f32>;\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\nvar reflectionCubeSamplerSampler: sampler;var reflectionCubeSampler: texture_cube<f32>;\n#else\nvar reflection2DSamplerSampler: sampler;var reflection2DSampler: texture_2d<f32>;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vPositionUVW: vec3f;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vDirectionW: vec3f;\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\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvar viewDirectionW: vec3f=normalize(scene.vEyePosition.xyz-fragmentInputs.vPositionW);var baseColor: vec4f= vec4f(1.,1.,1.,1.);var diffuseColor: vec3f=uniforms.vDiffuseColor.rgb;var alpha: f32=uniforms.vDiffuseColor.a;\n#ifdef NORMAL\nvar normalW: vec3f=normalize(fragmentInputs.vNormalW);\n#else\nvar normalW: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))* scene.vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);\n#endif\n#ifdef DIFFUSE\nbaseColor=TEXRD(diffuseSampler,diffuseSamplerSampler,fragmentInputs.vDiffuseUV+uvOffset);\n#if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS)\nif (baseColor.a<uniforms.alphaCutOff) {discard;}\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor=vec4f(baseColor.rgb*uniforms.vDiffuseInfos.y,baseColor.a);\n#endif\n#if defined(DECAL) && !defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define DEPTHPREPASS_SKIP_EARLY_RETURN\n#include<depthPrePass>\n#ifndef DEPTHPREPASS\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbaseColor=vec4f(baseColor.rgb*fragmentInputs.vColor.rgb,baseColor.a);\n#endif\n#ifdef DETAIL\nbaseColor=vec4f(baseColor.rgb*2.0*mix(0.5,detailColor.r,uniforms.vDetailInfos.y),baseColor.a);\n#endif\n#if defined(DECAL) && defined(DECAL_AFTER_DETAIL)\nvar decalColor: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_)\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\nvar baseAmbientColor: vec3f= vec3f(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=TEXRD(ambientSampler,ambientSamplerSampler,fragmentInputs.vAmbientUV+uvOffset).rgb*uniforms.vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\nvar glossiness: f32=uniforms.vSpecularColor.a;var specularColor: vec3f=uniforms.vSpecularColor.rgb;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\nvar specularMapColor: vec4f=TEXRD(specularSampler,specularSamplerSampler,fragmentInputs.vSpecularUV+uvOffset);specularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#endif\nvar diffuseBase: vec3f= vec3f(0.,0.,0.);var info: lightingInfo;\n#ifdef SPECULARTERM\nvar specularBase: vec3f= vec3f(0.,0.,0.);\n#endif\nvar shadow: f32=1.;var aggShadow: f32=0.;var numLights: f32=0.;\n#ifdef LIGHTMAP\nvar lightmapColor: vec4f=TEXRD(lightmapSampler,lightmapSamplerSampler,fragmentInputs.vLightmapUV+uvOffset);\n#ifdef RGBDLIGHTMAP\nlightmapColor=vec4f(fromRGBD(lightmapColor),lightmapColor.a);\n#endif\nlightmapColor=vec4f(lightmapColor.rgb*uniforms.vLightmapInfos.y,lightmapColor.a);\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\naggShadow=aggShadow/numLights;var refractionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFRACTION\nvar refractionVector: vec3f=normalize(refract(-viewDirectionW,normalW,uniforms.vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\n#ifdef USE_LOCAL_REFRACTIONMAP_CUBIC\nrefractionVector=parallaxCorrectNormal(fragmentInputs.vPositionW,refractionVector,uniforms.vRefractionSize,uniforms.vRefractionPosition);\n#endif\nrefractionVector.y=refractionVector.y*uniforms.vRefractionInfos.w;var refractionLookup: vec4f=textureSample(refractionCubeSampler,refractionCubeSamplerSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;}\n#else\nvar vRefractionUVW: vec3f= (uniforms.refractionMatrix*(scene.view* vec4f(fragmentInputs.vPositionW+refractionVector*uniforms.vRefractionInfos.z,1.0))).xyz;var refractionCoords: vec2f=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=textureSample(refraction2DSampler,refraction2DSamplerSampler,refractionCoords);\n#endif\n#ifdef RGBDREFRACTION\nrefractionColor=vec4f(fromRGBD(refractionColor),refractionColor.a);\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=vec4f(toGammaSpaceVec3(refractionColor.rgb),refractionColor.a);\n#endif\nrefractionColor=vec4f(refractionColor.rgb*uniforms.vRefractionInfos.x,refractionColor.a);\n#endif\nvar reflectionColor: vec4f= vec4f(0.,0.,0.,1.);\n#ifdef REFLECTION\nvar vReflectionUVW: vec3f=computeReflectionCoords( vec4f(fragmentInputs.vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nvReflectionUVW=vec3f(vReflectionUVW.x,vReflectionUVW.y,vReflectionUVW.z*-1.0);\n#endif\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nvar bias: f32=uniforms.vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureSampleLevel(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW,bias);\n#else\nreflectionColor=textureSample(reflectionCubeSampler,reflectionCubeSamplerSampler,vReflectionUVW);\n#endif\n#else\nvar coords: vec2f=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;reflectionColor=textureSample(reflection2DSampler,reflection2DSamplerSampler,coords);\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor=vec4f(fromRGBD(reflectionColor),reflectionColor.a);\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=vec4f(toGammaSpaceVec3(reflectionColor.rgb),reflectionColor.a);\n#endif\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.vReflectionInfos.x,reflectionColor.a);\n#ifdef REFLECTIONFRESNEL\nvar reflectionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.reflectionRightColor.a,uniforms.reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor=vec4f(reflectionColor.rgb*specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#else\nreflectionColor=vec4f(reflectionColor.rgb*uniforms.reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*uniforms.reflectionRightColor.rgb,reflectionColor.a);\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nvar refractionFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.refractionRightColor.a,uniforms.refractionLeftColor.a);refractionColor=vec4f(refractionColor.rgb*uniforms.refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*uniforms.refractionRightColor.rgb,refractionColor.a);\n#endif\n#ifdef OPACITY\nvar opacityMap: vec4f=TEXRD(opacitySampler,opacitySamplerSampler,fragmentInputs.vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap=vec4f(opacityMap.rgb* vec3f(0.3,0.59,0.11),opacityMap.a);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* uniforms.vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*uniforms.vOpacityInfos.y;\n#endif\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nvar opacityFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.opacityParts.z,uniforms.opacityParts.w);alpha+=uniforms.opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*uniforms.opacityParts.y;\n#endif\n#ifdef ALPHATEST\n#ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS\nif (alpha<uniforms.alphaCutOff) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\nvar emissiveColor: vec3f=uniforms.vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=TEXRD(emissiveSampler,emissiveSamplerSampler,fragmentInputs.vEmissiveUV+uvOffset).rgb*uniforms.vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nvar emissiveFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.emissiveRightColor.a,uniforms.emissiveLeftColor.a);emissiveColor*=uniforms.emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*uniforms.emissiveRightColor.rgb;\n#endif\n#ifdef DIFFUSEFRESNEL\nvar diffuseFresnelTerm: f32=computeFresnelTerm(viewDirectionW,normalW,uniforms.diffuseRightColor.a,uniforms.diffuseLeftColor.a);diffuseBase*=uniforms.diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*uniforms.diffuseRightColor.rgb;\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvar finalDiffuse: vec3f=clamp((diffuseBase+emissiveColor)*diffuseColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#else\nvar finalDiffuse: vec3f=clamp(diffuseBase*diffuseColor+emissiveColor+uniforms.vAmbientColor,vec3f(0.0),vec3f(1.0))*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvar finalSpecular: vec3f=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#else\nvar finalSpecular: vec3f= vec3f(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor.rgb, vec3f(0.3,0.59,0.11)),0.0,1.0);\n#endif\n#ifdef EMISSIVEASILLUMINATION\nvar color: vec4f= vec4f(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,vec3f(0.0),vec3f(1.0)),alpha);\n#else\nvar color: vec4f= vec4f(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);\n#endif\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor=vec4f(color.rgb*lightmapColor.rgb,color.a);\n#else\ncolor=vec4f(color.rgb+lightmapColor.rgb,color.a);\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor=vec4f(max(color.rgb,vec3f(0.)),color.a);\n#include<logDepthFragment>\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);\n#else\n#ifdef IMAGEPROCESSING\ncolor=vec4f(toLinearSpaceVec3(color.rgb),color.a);color=applyImageProcessing(color);\n#endif\n#endif\ncolor=vec4f(color.rgb,color.a*mesh.visibility);\n#ifdef PREMULTIPLYALPHA\ncolor=vec4f(color.rgb*color.a, color.a);\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\n#if SCENE_MRT_COUNT>0\nvar writeGeometryInfo: f32=select(0.0,1.0,color.a>0.4);var fragData: array<vec4<f32>,SCENE_MRT_COUNT>;\n#ifdef PREPASS_COLOR\nfragData[PREPASS_COLOR_INDEX]=color; \n#endif\n#ifdef PREPASS_POSITION\nfragData[PREPASS_POSITION_INDEX]=vec4f(fragmentInputs.vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_OBJECT_ID\nfragData[PREPASS_OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId)*writeGeometryInfo;\n#endif\n#ifdef PREPASS_LOCAL_POSITION\nfragData[PREPASS_LOCAL_POSITION_INDEX]=vec4f(fragmentInputs.vPosition,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvar a: vec2f=(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[PREPASS_VELOCITY_INDEX]= vec4f(velocity,0.0,writeGeometryInfo);\n#elif defined(PREPASS_VELOCITY_LINEAR)\nvar velocity : vec2f=vec2f(0.5)*((fragmentInputs.vPreviousPosition.xy/fragmentInputs.vPreviousPosition.w) -\n(fragmentInputs.vCurrentPosition.xy/fragmentInputs.vCurrentPosition.w));fragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4f(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nfragData[PREPASS_IRRADIANCE_INDEX]=vec4f(0.0,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_DEPTH\nfragData[PREPASS_DEPTH_INDEX]=vec4f(fragmentInputs.vViewPos.z,0.0,0.0,writeGeometryInfo); \n#endif\n#ifdef PREPASS_SCREENSPACE_DEPTH\nfragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMALIZED_VIEW_DEPTH\nfragData[PREPASS_NORMALIZED_VIEW_DEPTH_INDEX]=vec4f(fragmentInputs.vNormViewDepth,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\n#ifdef PREPASS_NORMAL_WORLDSPACE\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalW,writeGeometryInfo);\n#else\nfragData[PREPASS_NORMAL_INDEX]=vec4f(normalize((scene.view*vec4f(normalW,0.0)).rgb),writeGeometryInfo);\n#endif\n#endif\n#ifdef PREPASS_WORLD_NORMAL\nfragData[PREPASS_WORLD_NORMAL_INDEX]=vec4f(normalW*0.5+0.5,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO\nfragData[PREPASS_ALBEDO_INDEX]=vec4f(baseColor.rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nfragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4f(sqrt(baseColor.rgb),writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(SPECULAR)\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec4(specularMapColor))*writeGeometryInfo; \n#else\nfragData[PREPASS_REFLECTIVITY_INDEX]=vec4f(toLinearSpaceVec3(specularColor),1.0)*writeGeometryInfo;\n#endif\n#endif\n#if SCENE_MRT_COUNT>0\nfragmentOutputs.fragData0=fragData[0];\n#endif\n#if SCENE_MRT_COUNT>1\nfragmentOutputs.fragData1=fragData[1];\n#endif\n#if SCENE_MRT_COUNT>2\nfragmentOutputs.fragData2=fragData[2];\n#endif\n#if SCENE_MRT_COUNT>3\nfragmentOutputs.fragData3=fragData[3];\n#endif\n#if SCENE_MRT_COUNT>4\nfragmentOutputs.fragData4=fragData[4];\n#endif\n#if SCENE_MRT_COUNT>5\nfragmentOutputs.fragData5=fragData[5];\n#endif\n#if SCENE_MRT_COUNT>6\nfragmentOutputs.fragData6=fragData[6];\n#endif\n#if SCENE_MRT_COUNT>7\nfragmentOutputs.fragData7=fragData[7];\n#endif\n#endif\n#endif\n#if !defined(PREPASS) && !defined(ORDER_INDEPENDENT_TRANSPARENCY)\nfragmentOutputs.color=color;\n#endif\n#include<oitFragment>\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth==nearestDepth) {fragmentOutputs.frontColor=vec4f(fragmentOutputs.frontColor.rgb+color.rgb*color.a*alphaMultiplier,1.0-alphaMultiplier*(1.0-color.a));} else {fragmentOutputs.backColor+=color;}\n#endif\n#define CUSTOM_FRAGMENT_MAIN_END\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\nconst includes = [sceneUboDeclarationWGSL, meshUboDeclarationWGSL, defaultUboDeclarationWGSL, objectIdFunctionsWGSL, prePassDeclarationWGSL, oitDeclarationWGSL, mainUVVaryingDeclarationWGSL, helperFunctionsWGSL, lightUboDeclarationWGSL, ltcHelperFunctionsWGSL, clusteredLightingFunctionsWGSL, clusteredLightingComputeWGSL, lightsFragmentFunctionsWGSL, shadowsFragmentFunctionsWGSL, samplerFragmentDeclarationWGSL, fresnelFunctionWGSL, reflectionFunctionWGSL, imageProcessingDeclarationWGSL, imageProcessingFunctionsWGSL, textureRepetitionFunctionsWGSL, bumpFragmentMainFunctionsWGSL, bumpFragmentFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, logDepthDeclarationWGSL, fogFragmentDeclarationWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, decalFragmentWGSL, depthPrePassWGSL, lightFragmentWGSL, logDepthFragmentWGSL, fogFragmentWGSL, oitFragmentWGSL];\nfor (const inc of includes) {\n if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {\n ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;\n }\n}\n\n/** @internal */\nexport const defaultPixelShaderWGSL = { name, shader };\n"]}
@@ -1,15 +1,27 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDepthVertexShader";
4
- const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;
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+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
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+ attribute size: vec2f;
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+ #else
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+ uniform size: vec2f;
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+ #endif
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+ varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;
5
11
  #ifdef FLUIDRENDERING_VELOCITY
6
12
  attribute velocity: vec3f;varying velocityNorm: f32;
7
13
  #endif
8
14
  @vertex
9
- fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
10
- vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,
15
+ fn main(input: VertexInputs)->FragmentInputs {
16
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
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+ var particleSize: vec2f=vertexInputs.size;
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+ #else
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+ var particleSize: vec2f=uniforms.size;
20
+ #endif
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+ var cornerPos: vec3f=vec3f(
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+ vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,
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23
  0.0
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- );vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;
24
+ );vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=particleSize.x/2.0;
13
25
  #ifdef FLUIDRENDERING_VELOCITY
14
26
  vertexOutputs.velocityNorm=length(velocity);
15
27
  #endif
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;CAad,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=uniforms.size.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDepth.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;;;;;;;;;CAyBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,2CAA2C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDepthVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute size: vec2f;\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;varying viewPos: vec3f;varying sphereRadius: f32;\n#ifdef FLUIDRENDERING_VELOCITY\nattribute velocity: vec3f;varying velocityNorm: f32;\n#endif\n@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nvar particleSize: vec2f=vertexInputs.size;\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\nvar cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,\n0.0\n);vertexOutputs.viewPos=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz;vertexOutputs.position=uniforms.projection*vec4f(vertexOutputs.viewPos+cornerPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.sphereRadius=particleSize.x/2.0;\n#ifdef FLUIDRENDERING_VELOCITY\nvertexOutputs.velocityNorm=length(velocity);\n#endif\n}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDepthVertexShaderWGSL = { name, shader };\n"]}
@@ -1,9 +1,21 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleDiffuseVertexShader";
4
- const shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying diffuseColor: vec3f;@vertex
5
- fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
6
- vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;
5
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ attribute size: vec2f;
7
+ #else
8
+ uniform size: vec2f;
9
+ #endif
10
+ varying uv: vec2f;varying diffuseColor: vec3f;@vertex
11
+ fn main(input: VertexInputs)->FragmentInputs {
12
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
13
+ var particleSize: vec2f=vertexInputs.size;
14
+ #else
15
+ var particleSize: vec2f=uniforms.size;
16
+ #endif
17
+ var cornerPos: vec3f=vec3f(
18
+ vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,
7
19
  0.0
8
20
  );var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.diffuseColor=vertexInputs.color.rgb;}
9
21
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;varying diffuseColor: vec3f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.diffuseColor=vertexInputs.color.rgb;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleDiffuse.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,6CAA6C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleDiffuseVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;attribute color: vec4f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute size: vec2f;\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;varying diffuseColor: vec3f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nvar particleSize: vec2f=vertexInputs.size;\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\nvar cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;vertexOutputs.diffuseColor=vertexInputs.color.rgb;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleDiffuseVertexShaderWGSL = { name, shader };\n"]}
@@ -1,9 +1,21 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
3
  const name = "fluidRenderingParticleThicknessVertexShader";
4
- const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;@vertex
5
- fn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(
6
- vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,
4
+ const shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;
5
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
6
+ attribute size: vec2f;
7
+ #else
8
+ uniform size: vec2f;
9
+ #endif
10
+ varying uv: vec2f;@vertex
11
+ fn main(input: VertexInputs)->FragmentInputs {
12
+ #ifdef FLUIDRENDERING_PER_PARTICLE_SIZE
13
+ var particleSize: vec2f=vertexInputs.size;
14
+ #else
15
+ var particleSize: vec2f=uniforms.size;
16
+ #endif
17
+ var cornerPos: vec3f=vec3f(
18
+ vec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,
7
19
  0.0
8
20
  );var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;}
9
21
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;CAKd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+CAA+C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform size: vec2f;varying uv: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {var cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*uniforms.size,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };\n"]}
1
+ {"version":3,"file":"fluidRenderingParticleThickness.vertex.js","sourceRoot":"","sources":["../../../../dev/core/src/ShadersWGSL/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;;;;;;;;;;;;;;;;;CAiBd,CAAC;AACF,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,gBAAgB;AAChB,MAAM,CAAC,MAAM,+CAA+C,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"fluidRenderingParticleThicknessVertexShader\";\nconst shader = `attribute position: vec3f;attribute offset: vec2f;uniform view: mat4x4f;uniform projection: mat4x4f;\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nattribute size: vec2f;\n#else\nuniform size: vec2f;\n#endif\nvarying uv: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {\n#ifdef FLUIDRENDERING_PER_PARTICLE_SIZE\nvar particleSize: vec2f=vertexInputs.size;\n#else\nvar particleSize: vec2f=uniforms.size;\n#endif\nvar cornerPos: vec3f=vec3f(\nvec2f(vertexInputs.offset.x-0.5,vertexInputs.offset.y-0.5)*particleSize,\n0.0\n);var viewPos: vec3f=(uniforms.view*vec4f(vertexInputs.position,1.0)).xyz+cornerPos;vertexOutputs.position=uniforms.projection*vec4f(viewPos,1.0);vertexOutputs.uv=vertexInputs.offset;}\n`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n\n/** @internal */\nexport const fluidRenderingParticleThicknessVertexShaderWGSL = { name, shader };\n"]}
@@ -1,5 +1,6 @@
1
1
  // Do not edit.
2
2
  import { ShaderStore } from "../Engines/shaderStore.js";
3
+ import { objectIdFunctionsWGSL } from "./ShadersInclude/objectIdFunctions.js";
3
4
  import { clipPlaneFragmentDeclarationWGSL } from "./ShadersInclude/clipPlaneFragmentDeclaration.js";
4
5
  import { bumpFragmentMainFunctionsWGSL } from "./ShadersInclude/bumpFragmentMainFunctions.js";
5
6
  import { samplerFragmentDeclarationWGSL } from "./ShadersInclude/samplerFragmentDeclaration.js";
@@ -66,6 +67,10 @@ uniform glossiness: f32;
66
67
  #if defined(ALPHATEST) && defined(NEED_UV)
67
68
  var diffuseSamplerSampler: sampler;var diffuseSampler: texture_2d<f32>;
68
69
  #endif
70
+ #ifdef OBJECT_ID
71
+ uniform objectId: f32;
72
+ #include<objectIdFunctions>
73
+ #endif
69
74
  #include<clipPlaneFragmentDeclaration>
70
75
  #include<bumpFragmentMainFunctions>
71
76
  #include<bumpFragmentFunctions>
@@ -133,6 +138,9 @@ fragData[SCREENSPACE_DEPTH_INDEX]=vec4f(fragmentInputs.position.z,0.0,0.0,1.0);
133
138
  #ifdef POSITION
134
139
  fragData[POSITION_INDEX]= vec4f(input.vPositionW,1.0);
135
140
  #endif
141
+ #ifdef OBJECT_ID
142
+ fragData[OBJECT_ID_INDEX]=encodeObjectId(uniforms.objectId);
143
+ #endif
136
144
  #ifdef VELOCITY
137
145
  var a: vec2f=(input.vCurrentPosition.xy/input.vCurrentPosition.w)*0.5+0.5;var b: vec2f=(input.vPreviousPosition.xy/input.vPreviousPosition.w)*0.5+0.5;var velocity: vec2f=abs(a-b);velocity= vec2f(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;fragData[VELOCITY_INDEX]= vec4f(velocity,0.0,1.0);
138
146
  #endif
@@ -284,7 +292,7 @@ fragmentOutputs.fragData7=fragData[7];
284
292
  if (!ShaderStore.ShadersStoreWGSL[name]) {
285
293
  ShaderStore.ShadersStoreWGSL[name] = shader;
286
294
  }
287
- const includes = [clipPlaneFragmentDeclarationWGSL, bumpFragmentMainFunctionsWGSL, samplerFragmentDeclarationWGSL, bumpFragmentFunctionsWGSL, helperFunctionsWGSL, pbrFragmentReflectionDeclarationWGSL, sceneUboDeclarationWGSL, pbrBRDFFunctionsWGSL, openpbrDielectricReflectanceWGSL, pbrIBLFunctionsWGSL, reflectionFunctionWGSL, openpbrGeometryInfoWGSL, openpbrIblFunctionsWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, openpbrSubsurfaceLayerDataWGSL, openpbrTransmissionLayerDataWGSL];
295
+ const includes = [objectIdFunctionsWGSL, clipPlaneFragmentDeclarationWGSL, bumpFragmentMainFunctionsWGSL, samplerFragmentDeclarationWGSL, bumpFragmentFunctionsWGSL, helperFunctionsWGSL, pbrFragmentReflectionDeclarationWGSL, sceneUboDeclarationWGSL, pbrBRDFFunctionsWGSL, openpbrDielectricReflectanceWGSL, pbrIBLFunctionsWGSL, reflectionFunctionWGSL, openpbrGeometryInfoWGSL, openpbrIblFunctionsWGSL, clipPlaneFragmentWGSL, bumpFragmentWGSL, openpbrSubsurfaceLayerDataWGSL, openpbrTransmissionLayerDataWGSL];
288
296
  for (const inc of includes) {
289
297
  if (!ShaderStore.IncludesShadersStoreWGSL[inc.name]) {
290
298
  ShaderStore.IncludesShadersStoreWGSL[inc.name] = inc.shader;