@plastic-software/three 0.183.4 → 0.184.1
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.
- package/build/three.cjs +775 -287
- package/build/three.core.js +372 -110
- package/build/three.core.min.js +1 -1
- package/build/three.module.js +428 -181
- package/build/three.module.min.js +1 -1
- package/build/three.tsl.js +7 -1
- package/build/three.tsl.min.js +1 -1
- package/build/three.webgpu.js +2979 -1281
- package/build/three.webgpu.min.js +1 -1
- package/build/three.webgpu.nodes.js +2942 -1281
- package/build/three.webgpu.nodes.min.js +1 -1
- package/examples/jsm/Addons.js +11 -0
- package/examples/jsm/animation/CCDIKSolver.js +5 -1
- package/examples/jsm/controls/ArcballControls.js +4 -1
- package/examples/jsm/controls/DragControls.js +2 -2
- package/examples/jsm/controls/FirstPersonControls.js +58 -54
- package/examples/jsm/controls/FlyControls.js +4 -0
- package/examples/jsm/controls/OrbitControls.js +2 -2
- package/examples/jsm/controls/TrackballControls.js +2 -2
- package/examples/jsm/controls/TransformControls.js +34 -2
- package/examples/jsm/csm/CSMShadowNode.js +6 -2
- package/examples/jsm/exporters/GLTFExporter.js +21 -5
- package/examples/jsm/geometries/TextGeometry.js +18 -0
- package/examples/jsm/helpers/LightProbeGridHelper.js +221 -0
- package/examples/jsm/inspector/Extension.js +13 -0
- package/examples/jsm/inspector/Inspector.js +169 -114
- package/examples/jsm/inspector/RendererInspector.js +2 -2
- package/examples/jsm/inspector/extensions/extensions.json +6 -0
- package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +916 -0
- package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +281 -0
- package/examples/jsm/inspector/tabs/Memory.js +128 -0
- package/examples/jsm/inspector/tabs/Parameters.js +34 -2
- package/examples/jsm/inspector/tabs/Performance.js +2 -2
- package/examples/jsm/inspector/tabs/Settings.js +264 -0
- package/examples/jsm/inspector/tabs/Timeline.js +1611 -0
- package/examples/jsm/inspector/tabs/Viewer.js +105 -3
- package/examples/jsm/inspector/ui/Graph.js +2 -2
- package/examples/jsm/inspector/ui/List.js +1 -1
- package/examples/jsm/inspector/ui/Profiler.js +273 -176
- package/examples/jsm/inspector/ui/Style.js +64 -10
- package/examples/jsm/inspector/ui/Tab.js +39 -7
- package/examples/jsm/inspector/ui/Values.js +39 -2
- package/examples/jsm/inspector/ui/utils.js +13 -0
- package/examples/jsm/interaction/InteractionManager.js +226 -0
- package/examples/jsm/libs/meshopt_decoder.module.js +8 -8
- package/examples/jsm/lighting/DynamicLighting.js +82 -0
- package/examples/jsm/lighting/LightProbeGrid.js +651 -0
- package/examples/jsm/lines/LineMaterial.js +1 -1
- package/examples/jsm/loaders/EXRLoader.js +682 -43
- package/examples/jsm/loaders/FBXLoader.js +233 -33
- package/examples/jsm/loaders/GLTFLoader.js +24 -7
- package/examples/jsm/loaders/HDRLoader.js +1 -1
- package/examples/jsm/loaders/KTX2Loader.js +8 -2
- package/examples/jsm/loaders/LDrawLoader.js +39 -47
- package/examples/jsm/loaders/SVGLoader.js +1 -1
- package/examples/jsm/loaders/VTKLoader.js +5 -1
- package/examples/jsm/loaders/collada/ColladaComposer.js +101 -7
- package/examples/jsm/loaders/collada/ColladaParser.js +19 -4
- package/examples/jsm/loaders/usd/USDAParser.js +6 -0
- package/examples/jsm/loaders/usd/USDCParser.js +26 -0
- package/examples/jsm/loaders/usd/USDComposer.js +656 -103
- package/examples/jsm/misc/GPUComputationRenderer.js +2 -0
- package/examples/jsm/misc/RollerCoaster.js +42 -4
- package/examples/jsm/modifiers/TessellateModifier.js +1 -1
- package/examples/jsm/objects/Reflector.js +73 -25
- package/examples/jsm/objects/Sky.js +14 -2
- package/examples/jsm/objects/SkyMesh.js +23 -6
- package/examples/jsm/renderers/Projector.js +18 -38
- package/examples/jsm/renderers/SVGRenderer.js +6 -25
- package/examples/jsm/transpiler/GLSLDecoder.js +2 -2
- package/examples/jsm/tsl/WebGLNodesHandler.js +605 -0
- package/examples/jsm/tsl/display/AfterImageNode.js +10 -0
- package/examples/jsm/tsl/display/AnamorphicNode.js +11 -0
- package/examples/jsm/tsl/display/BilateralBlurNode.js +10 -0
- package/examples/jsm/tsl/display/ChromaticAberrationNode.js +3 -36
- package/examples/jsm/tsl/display/FSR1Node.js +477 -0
- package/examples/jsm/tsl/display/GTAONode.js +2 -1
- package/examples/jsm/tsl/display/GaussianBlurNode.js +10 -0
- package/examples/jsm/tsl/display/GodraysNode.js +2 -11
- package/examples/jsm/tsl/display/OutlineNode.js +66 -16
- package/examples/jsm/tsl/display/SSGINode.js +0 -4
- package/examples/jsm/tsl/display/SharpenNode.js +283 -0
- package/examples/jsm/tsl/display/TAAUNode.js +835 -0
- package/examples/jsm/tsl/display/TRAANode.js +48 -7
- package/examples/jsm/tsl/lighting/DynamicLightsNode.js +300 -0
- package/examples/jsm/tsl/lighting/data/AmbientLightDataNode.js +61 -0
- package/examples/jsm/tsl/lighting/data/DirectionalLightDataNode.js +111 -0
- package/examples/jsm/tsl/lighting/data/HemisphereLightDataNode.js +99 -0
- package/examples/jsm/tsl/lighting/data/PointLightDataNode.js +134 -0
- package/examples/jsm/tsl/lighting/data/SpotLightDataNode.js +161 -0
- package/examples/jsm/tsl/math/Bayer.js +13 -2
- package/examples/jsm/utils/BufferGeometryUtils.js +2 -3
- package/examples/jsm/utils/ColorUtils.js +76 -0
- package/examples/jsm/utils/SkeletonUtils.js +14 -8
- package/examples/jsm/webxr/XRHandMeshModel.js +36 -10
- package/examples/jsm/webxr/XRHandModelFactory.js +2 -1
- package/package.json +4 -4
- package/src/Three.Core.js +1 -0
- package/src/Three.TSL.js +6 -0
- package/src/Three.WebGPU.Nodes.js +3 -0
- package/src/Three.WebGPU.js +6 -0
- package/src/animation/AnimationAction.js +11 -1
- package/src/audio/AudioContext.js +2 -2
- package/src/constants.js +1 -1
- package/src/core/BufferAttribute.js +13 -1
- package/src/core/Clock.js +1 -1
- package/src/core/Object3D.js +1 -5
- package/src/core/RenderTarget.js +1 -0
- package/src/extras/curves/CatmullRomCurve3.js +3 -2
- package/src/loaders/AudioLoader.js +11 -1
- package/src/loaders/DataTextureLoader.js +6 -4
- package/src/loaders/FileLoader.js +1 -2
- package/src/loaders/ImageBitmapLoader.js +4 -6
- package/src/loaders/MaterialLoader.js +1 -1
- package/src/loaders/ObjectLoader.js +25 -4
- package/src/loaders/nodes/NodeObjectLoader.js +18 -0
- package/src/materials/MeshToonMaterial.js +1 -1
- package/src/materials/nodes/Line2NodeMaterial.js +27 -0
- package/src/materials/nodes/NodeMaterial.js +0 -27
- package/src/materials/nodes/manager/NodeMaterialObserver.js +188 -89
- package/src/math/Line3.js +3 -0
- package/src/math/Matrix2.js +13 -9
- package/src/math/Matrix3.js +13 -9
- package/src/math/Matrix4.js +13 -9
- package/src/math/Plane.js +4 -3
- package/src/math/Triangle.js +1 -1
- package/src/math/Vector2.js +11 -7
- package/src/math/Vector3.js +12 -8
- package/src/math/Vector4.js +13 -9
- package/src/nodes/Nodes.js +0 -1
- package/src/nodes/TSL.js +1 -1
- package/src/nodes/accessors/BufferAttributeNode.js +9 -3
- package/src/nodes/accessors/CubeTextureNode.js +7 -1
- package/src/nodes/accessors/MaterialProperties.js +2 -5
- package/src/nodes/accessors/Object3DNode.js +1 -1
- package/src/nodes/accessors/ReferenceBaseNode.js +2 -2
- package/src/nodes/accessors/ReferenceNode.js +4 -4
- package/src/nodes/accessors/SceneProperties.js +2 -8
- package/src/nodes/accessors/StorageBufferNode.js +10 -4
- package/src/nodes/accessors/StorageTextureNode.js +4 -9
- package/src/nodes/accessors/TextureNode.js +10 -2
- package/src/nodes/accessors/UniformArrayNode.js +2 -2
- package/src/nodes/code/FunctionCallNode.js +1 -1
- package/src/nodes/code/FunctionNode.js +1 -1
- package/src/nodes/core/ArrayNode.js +1 -1
- package/src/nodes/core/AssignNode.js +1 -1
- package/src/nodes/core/AttributeNode.js +1 -1
- package/src/nodes/core/BypassNode.js +1 -1
- package/src/nodes/core/ContextNode.js +1 -1
- package/src/nodes/core/IndexNode.js +2 -1
- package/src/nodes/core/InputNode.js +1 -1
- package/src/nodes/core/InspectorNode.js +1 -1
- package/src/nodes/core/IsolateNode.js +1 -1
- package/src/nodes/core/Node.js +83 -12
- package/src/nodes/core/NodeBuilder.js +117 -16
- package/src/nodes/core/NodeUtils.js +1 -1
- package/src/nodes/core/OutputStructNode.js +1 -1
- package/src/nodes/core/ParameterNode.js +1 -1
- package/src/nodes/core/StackNode.js +1 -1
- package/src/nodes/core/StructNode.js +1 -1
- package/src/nodes/core/StructTypeNode.js +1 -1
- package/src/nodes/core/SubBuildNode.js +1 -1
- package/src/nodes/core/UniformGroupNode.js +36 -6
- package/src/nodes/core/VarNode.js +1 -1
- package/src/nodes/core/VaryingNode.js +1 -1
- package/src/nodes/display/NormalMapNode.js +2 -2
- package/src/nodes/display/PassNode.js +27 -7
- package/src/nodes/display/RenderOutputNode.js +4 -4
- package/src/nodes/display/ScreenNode.js +1 -1
- package/src/nodes/display/ViewportDepthTextureNode.js +11 -15
- package/src/nodes/display/ViewportTextureNode.js +18 -7
- package/src/nodes/functions/BSDF/V_GGX_SmithCorrelated_Anisotropic.js +2 -2
- package/src/nodes/geometry/RangeNode.js +1 -1
- package/src/nodes/gpgpu/AtomicFunctionNode.js +1 -1
- package/src/nodes/gpgpu/BarrierNode.js +9 -0
- package/src/nodes/gpgpu/ComputeBuiltinNode.js +1 -1
- package/src/nodes/gpgpu/ComputeNode.js +69 -44
- package/src/nodes/gpgpu/SubgroupFunctionNode.js +1 -1
- package/src/nodes/lighting/LightsNode.js +6 -27
- package/src/nodes/lighting/ShadowNode.js +24 -2
- package/src/nodes/math/BitcastNode.js +1 -1
- package/src/nodes/math/ConditionalNode.js +1 -1
- package/src/nodes/math/MathNode.js +73 -1
- package/src/nodes/math/OperatorNode.js +1 -1
- package/src/nodes/math/PackFloatNode.js +1 -1
- package/src/nodes/math/UnpackFloatNode.js +1 -1
- package/src/nodes/tsl/TSLBase.js +1 -1
- package/src/nodes/tsl/TSLCore.js +21 -3
- package/src/nodes/utils/ArrayElementNode.js +1 -1
- package/src/nodes/utils/ConvertNode.js +1 -1
- package/src/nodes/utils/DebugNode.js +1 -1
- package/src/nodes/utils/EventNode.js +30 -0
- package/src/nodes/utils/FlipNode.js +1 -1
- package/src/nodes/utils/FunctionOverloadingNode.js +1 -1
- package/src/nodes/utils/JoinNode.js +1 -1
- package/src/nodes/utils/MemberNode.js +1 -1
- package/src/nodes/utils/Remap.js +48 -0
- package/src/nodes/utils/RotateNode.js +1 -1
- package/src/nodes/utils/SetNode.js +1 -1
- package/src/nodes/utils/SplitNode.js +1 -1
- package/src/objects/BatchedMesh.js +17 -2
- package/src/objects/InstancedMesh.js +19 -3
- package/src/objects/SkinnedMesh.js +26 -9
- package/src/renderers/WebGLRenderer.js +147 -48
- package/src/renderers/common/Animation.js +3 -3
- package/src/renderers/common/Attributes.js +15 -1
- package/src/renderers/common/Backend.js +0 -8
- package/src/renderers/common/Background.js +2 -2
- package/src/renderers/common/BindGroup.js +1 -8
- package/src/renderers/common/Bindings.js +2 -2
- package/src/renderers/common/ComputePipeline.js +1 -1
- package/src/renderers/common/CubeRenderTarget.js +1 -1
- package/src/renderers/common/Info.js +333 -4
- package/src/renderers/common/InspectorBase.js +6 -1
- package/src/renderers/common/Pipelines.js +36 -3
- package/src/renderers/common/ReadbackBuffer.js +78 -0
- package/src/renderers/common/RenderBundle.js +3 -1
- package/src/renderers/common/RenderBundles.js +5 -2
- package/src/renderers/common/RenderObject.js +2 -2
- package/src/renderers/common/RenderObjects.js +3 -3
- package/src/renderers/common/RenderPipeline.js +35 -6
- package/src/renderers/common/Renderer.js +232 -53
- package/src/renderers/common/Textures.js +72 -3
- package/src/renderers/common/UniformsGroup.js +1 -1
- package/src/renderers/common/XRManager.js +34 -27
- package/src/renderers/common/extras/PMREMGenerator.js +23 -15
- package/src/renderers/common/nodes/NodeBuilderState.js +1 -1
- package/src/renderers/common/nodes/NodeManager.js +230 -99
- package/src/renderers/shaders/ShaderChunk/envmap_common_pars_fragment.glsl.js +0 -1
- package/src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js +1 -1
- package/src/renderers/shaders/ShaderChunk/lightprobes_pars_fragment.glsl.js +80 -0
- package/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +8 -0
- package/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +2 -0
- package/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +1 -3
- package/src/renderers/shaders/ShaderChunk/normal_fragment_maps.glsl.js +7 -0
- package/src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl.js +0 -1
- package/src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl.js +12 -2
- package/src/renderers/shaders/ShaderChunk.js +2 -0
- package/src/renderers/shaders/ShaderLib/backgroundCube.glsl.js +1 -2
- package/src/renderers/shaders/ShaderLib.js +0 -1
- package/src/renderers/shaders/UniformsLib.js +7 -2
- package/src/renderers/shaders/UniformsUtils.js +27 -5
- package/src/renderers/webgl/WebGLAnimation.js +2 -1
- package/src/renderers/webgl/WebGLBackground.js +13 -13
- package/src/renderers/webgl/WebGLBufferRenderer.js +0 -32
- package/src/renderers/webgl/WebGLCapabilities.js +6 -0
- package/src/renderers/webgl/WebGLIndexedBufferRenderer.js +0 -32
- package/src/renderers/webgl/WebGLMaterials.js +12 -13
- package/src/renderers/webgl/WebGLOutput.js +4 -1
- package/src/renderers/webgl/WebGLProgram.js +4 -0
- package/src/renderers/webgl/WebGLPrograms.js +21 -4
- package/src/renderers/webgl/WebGLRenderStates.js +13 -2
- package/src/renderers/webgl/WebGLState.js +43 -0
- package/src/renderers/webgl/WebGLTextures.js +129 -26
- package/src/renderers/webgl/WebGLUniformsGroups.js +19 -0
- package/src/renderers/webgl-fallback/WebGLBackend.js +106 -65
- package/src/renderers/webgl-fallback/WebGLBufferRenderer.js +0 -41
- package/src/renderers/webgl-fallback/nodes/GLSLNodeBuilder.js +29 -51
- package/src/renderers/webgl-fallback/utils/WebGLAttributeUtils.js +53 -19
- package/src/renderers/webgl-fallback/utils/WebGLCapabilities.js +25 -0
- package/src/renderers/webgl-fallback/utils/WebGLState.js +42 -1
- package/src/renderers/webgl-fallback/utils/WebGLTextureUtils.js +63 -50
- package/src/renderers/webgl-fallback/utils/WebGLTimestampQueryPool.js +1 -1
- package/src/renderers/webgpu/WebGPUBackend.js +160 -146
- package/src/renderers/webgpu/nodes/WGSLNodeBuilder.js +55 -33
- package/src/renderers/webgpu/utils/WebGPUAttributeUtils.js +103 -17
- package/src/renderers/webgpu/utils/WebGPUBindingUtils.js +1 -1
- package/src/renderers/webgpu/utils/WebGPUCapabilities.js +48 -0
- package/src/renderers/webgpu/utils/WebGPUConstants.js +8 -0
- package/src/renderers/webgpu/utils/WebGPUTextureUtils.js +91 -17
- package/src/renderers/webgpu/utils/WebGPUUtils.js +18 -2
- package/src/renderers/webxr/WebXRController.js +12 -0
- package/src/textures/HTMLTexture.js +74 -0
- package/src/textures/Source.js +1 -1
- package/src/textures/Texture.js +13 -2
- package/src/utils.js +23 -1
- package/src/nodes/utils/RemapNode.js +0 -125
package/build/three.module.js
CHANGED
|
@@ -3,8 +3,8 @@
|
|
|
3
3
|
* Copyright 2010-2026 Three.js Authors
|
|
4
4
|
* SPDX-License-Identifier: MIT
|
|
5
5
|
*/
|
|
6
|
-
import { Matrix3, Vector2, Color, Matrix4, mergeUniforms,
|
|
7
|
-
export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js';
|
|
6
|
+
import { Matrix3, Vector2, Color, Vector3, Matrix4, mergeUniforms, CubeUVReflectionMapping, Mesh, BoxGeometry, ShaderMaterial, BackSide, cloneUniforms, ColorManagement, SRGBTransfer, PlaneGeometry, FrontSide, getUnlitUniformColorSpace, IntType, warn, HalfFloatType, UnsignedByteType, FloatType, RGBAFormat, Plane, CubeReflectionMapping, CubeRefractionMapping, BufferGeometry, OrthographicCamera, PerspectiveCamera, NoToneMapping, MeshBasicMaterial, error, NoBlending, WebGLRenderTarget, BufferAttribute, LinearSRGBColorSpace, LinearFilter, CubeTexture, LinearMipmapLinearFilter, CubeCamera, EquirectangularReflectionMapping, EquirectangularRefractionMapping, warnOnce, Uint32BufferAttribute, Uint16BufferAttribute, DataArrayTexture, Vector4, DepthTexture, Float32BufferAttribute, RawShaderMaterial, CustomToneMapping, NeutralToneMapping, AgXToneMapping, ACESFilmicToneMapping, CineonToneMapping, ReinhardToneMapping, LinearToneMapping, Data3DTexture, GreaterEqualCompare, LessEqualCompare, Texture, TriPlanarMapping, CylindricalMapping, UVMapping, GLSL3, VSMShadowMap, PCFShadowMap, AddOperation, MixOperation, MultiplyOperation, LinearTransfer, UniformsUtils, DoubleSide, NormalBlending, TangentSpaceNormalMap, ObjectSpaceNormalMap, Layers, RGFormat, RG11_EAC_Format, RED_GREEN_RGTC2_Format, MeshDepthMaterial, MeshDistanceMaterial, PCFSoftShadowMap, DepthFormat, NearestFilter, CubeDepthTexture, UnsignedIntType, Frustum, LessEqualDepth, ReverseSubtractEquation, SubtractEquation, AddEquation, OneMinusConstantAlphaFactor, ConstantAlphaFactor, OneMinusConstantColorFactor, ConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, DstAlphaFactor, DstColorFactor, SrcAlphaSaturateFactor, SrcAlphaFactor, SrcColorFactor, OneFactor, ZeroFactor, NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceNone, CullFaceBack, CullFaceFront, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, ReversedDepthFuncs, MinEquation, MaxEquation, MirroredRepeatWrapping, ClampToEdgeWrapping, RepeatWrapping, LinearMipmapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NotEqualCompare, GreaterCompare, EqualCompare, LessCompare, AlwaysCompare, NeverCompare, NoColorSpace, DepthStencilFormat, getByteLength, UnsignedInt248Type, UnsignedShortType, createElementNS, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt5999Type, UnsignedInt101111Type, ByteType, ShortType, AlphaFormat, RGBFormat, RedFormat, RedIntegerFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, SIGNED_RED_GREEN_RGTC2_Format, ExternalTexture, EventDispatcher, ArrayCamera, WebXRController, RAD2DEG, DataTexture, createCanvasElement, SRGBColorSpace, REVISION, log, WebGLCoordinateSystem, probeAsync } from './three.core.js';
|
|
7
|
+
export { AdditiveAnimationBlendMode, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BasicDepthPacking, BasicShadowMap, BatchedMesh, BezierInterpolant, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxHelper, BufferGeometryLoader, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CircleGeometry, Clock, ColorKeyframeTrack, Compatibility, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, Controls, CubeTextureLoader, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceFrontBack, Curve, CurvePath, CylinderGeometry, Cylindrical, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualStencilFunc, Euler, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Fog, FogExp2, FramebufferTexture, FrustumArray, GLBufferAttribute, GLSL1, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HTMLTexture, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateBezier, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolationSamplingMode, InterpolationSamplingType, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, MOUSE, Material, MaterialBlending, MaterialLoader, MathUtils, Matrix2, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NeverStencilFunc, NoNormalPacking, NormalAnimationBlendMode, NormalGAPacking, NormalRGPacking, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, OctahedronGeometry, Path, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RGBADepthPacking, RGBDepthPacking, RGBIntegerFormat, RGDepthPacking, Ray, Raycaster, RectAreaLight, RenderTarget, RenderTarget3D, ReplaceStencilOp, RingGeometry, Scene, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, TOUCH, TetrahedronGeometry, TextureLoader, TextureUtils, Timer, TimestampQuery, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, VectorKeyframeTrack, VideoFrameTexture, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroSlopeEnding, ZeroStencilOp, getConsoleFunction, setConsoleFunction } from './three.core.js';
|
|
8
8
|
|
|
9
9
|
function WebGLAnimation() {
|
|
10
10
|
|
|
@@ -27,6 +27,7 @@ function WebGLAnimation() {
|
|
|
27
27
|
|
|
28
28
|
if ( isAnimating === true ) return;
|
|
29
29
|
if ( animationLoop === null ) return;
|
|
30
|
+
if ( context === null ) return;
|
|
30
31
|
|
|
31
32
|
requestId = context.requestAnimationFrame( onAnimationFrame );
|
|
32
33
|
|
|
@@ -36,7 +37,7 @@ function WebGLAnimation() {
|
|
|
36
37
|
|
|
37
38
|
stop: function () {
|
|
38
39
|
|
|
39
|
-
context.cancelAnimationFrame( requestId );
|
|
40
|
+
if ( context !== null ) context.cancelAnimationFrame( requestId );
|
|
40
41
|
|
|
41
42
|
isAnimating = false;
|
|
42
43
|
|
|
@@ -357,9 +358,9 @@ var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
|
|
|
357
358
|
|
|
358
359
|
var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
|
|
359
360
|
|
|
360
|
-
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation *
|
|
361
|
+
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif";
|
|
361
362
|
|
|
362
|
-
var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform
|
|
363
|
+
var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif";
|
|
363
364
|
|
|
364
365
|
var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
|
|
365
366
|
|
|
@@ -383,7 +384,7 @@ var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor
|
|
|
383
384
|
|
|
384
385
|
var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
|
|
385
386
|
|
|
386
|
-
var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
|
|
387
|
+
var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include <lightprobes_pars_fragment>";
|
|
387
388
|
|
|
388
389
|
var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
|
|
389
390
|
|
|
@@ -397,14 +398,16 @@ var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhong
|
|
|
397
398
|
|
|
398
399
|
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
|
|
399
400
|
|
|
400
|
-
var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn v;\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
|
|
401
|
+
var lights_physical_pars_fragment = "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
|
|
401
402
|
|
|
402
|
-
var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
|
|
403
|
+
var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = inverseTransformDirection( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
|
|
403
404
|
|
|
404
405
|
var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
|
|
405
406
|
|
|
406
407
|
var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
|
|
407
408
|
|
|
409
|
+
var lightprobes_pars_fragment = "#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n\tvec3 res = probesResolution;\n\tvec3 gridRange = probesMax - probesMin;\n\tvec3 resMinusOne = res - 1.0;\n\tvec3 probeSpacing = gridRange / resMinusOne;\n\tvec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n\tvec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n\tuvw = uvw * resMinusOne / res + 0.5 / res;\n\tfloat nz = res.z;\n\tfloat paddedSlices = nz + 2.0;\n\tfloat atlasDepth = 7.0 * paddedSlices;\n\tfloat uvZBase = uvw.z * nz + 1.0;\n\tvec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );\n\tvec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );\n\tvec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );\n\tvec3 c0 = s0.xyz;\n\tvec3 c1 = vec3( s0.w, s1.xy );\n\tvec3 c2 = vec3( s1.zw, s2.x );\n\tvec3 c3 = s2.yzw;\n\tvec3 c4 = s3.xyz;\n\tvec3 c5 = vec3( s3.w, s4.xy );\n\tvec3 c6 = vec3( s4.zw, s5.x );\n\tvec3 c7 = s5.yzw;\n\tvec3 c8 = s6.xyz;\n\tfloat x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n\tvec3 result = c0 * 0.886227;\n\tresult += c1 * 2.0 * 0.511664 * y;\n\tresult += c2 * 2.0 * 0.511664 * z;\n\tresult += c3 * 2.0 * 0.511664 * x;\n\tresult += c4 * 2.0 * 0.429043 * x * y;\n\tresult += c5 * 2.0 * 0.429043 * y * z;\n\tresult += c6 * ( 0.743125 * z * z - 0.247708 );\n\tresult += c7 * 2.0 * 0.429043 * x * z;\n\tresult += c8 * 0.429043 * ( x * x - y * y );\n\treturn max( result, vec3( 0.0 ) );\n}\n#endif";
|
|
410
|
+
|
|
408
411
|
var logdepthbuf_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
|
|
409
412
|
|
|
410
413
|
var logdepthbuf_pars_fragment = "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
|
|
@@ -439,7 +442,7 @@ var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetB
|
|
|
439
442
|
|
|
440
443
|
var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#if defined( USE_TANGENT )\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n #elif defined( USE_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vNormalMapUv );\n #elif defined( USE_NORMALMAP_CYLINDRICAL ) || defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL ) || (defined( USE_ANISOTROPY ) && !defined( USE_UV1 ) || !defined( USE_UV2 ) && !defined( USE_UV3 ))\n \n #if defined( USE_NORMALMAP_CYLINDRICAL )\n vec2 vNormalMapUv = ( normalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n #if defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n vec2 vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( positionBasedUv, 1 ) ).xy;\n #endif\n vec3 tangent = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n vec3 bitangent = cross(tangent, normal);\n \tmat3 tbn = mat3(tangent, bitangent, normal);\n \n\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#else\n\t mat3 tbn = getTangentFrame( - vViewPosition, normal, vUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#if !defined( USE_CLEARCOAT_NORMALMAP_TRIPLANAR )\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_CYLINDRICAL )\n\t\t\tvec3 tangent2 = normalize(cross(normal, mat3(modelViewMatrix) * transpose(mat3(texture3DMatrix)) * vec3(0, 1, 0)));\n\t\t\tvec3 bitangent2 = cross(tangent2, normal);\n\t\t\tmat3 tbn2 = mat3(tangent2, bitangent2, normal);\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP_UV )\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t\t#else\n\t\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vUv );\n\t\t#endif\n\t\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\t\ttbn2[0] *= faceDirection;\n\t\t\ttbn2[1] *= faceDirection;\n\t\t#endif\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
|
|
441
444
|
|
|
442
|
-
var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n#elif defined( USE_NORMALMAP_OBJECTSPACE )\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
|
|
445
|
+
var normal_fragment_maps = "#ifdef USE_NORMALMAP_TRIPLANAR\n\tnormal = normalize(normalMatrix * transpose(mat3(texture3DMatrix)) * texture2DTriplanarNormal( normalMap, normalMapTransform, normalScale, normalize(mat3(texture3DMatrix) * vModelNormal.xyz), triplanarCoords, triplanarWeights ));\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n#elif defined( USE_NORMALMAP_OBJECTSPACE )\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
|
|
443
446
|
|
|
444
447
|
var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#if defined( USE_TANGENT )\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
|
|
445
448
|
|
|
@@ -477,7 +480,7 @@ var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSp
|
|
|
477
480
|
|
|
478
481
|
var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
|
|
479
482
|
|
|
480
|
-
var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
|
|
483
|
+
var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
|
|
481
484
|
|
|
482
485
|
var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
|
|
483
486
|
|
|
@@ -515,7 +518,7 @@ const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\n
|
|
|
515
518
|
|
|
516
519
|
const vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
|
|
517
520
|
|
|
518
|
-
const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float
|
|
521
|
+
const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
|
|
519
522
|
|
|
520
523
|
const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
|
|
521
524
|
|
|
@@ -634,6 +637,7 @@ const ShaderChunk = {
|
|
|
634
637
|
lights_fragment_begin: lights_fragment_begin,
|
|
635
638
|
lights_fragment_maps: lights_fragment_maps,
|
|
636
639
|
lights_fragment_end: lights_fragment_end,
|
|
640
|
+
lightprobes_pars_fragment: lightprobes_pars_fragment,
|
|
637
641
|
logdepthbuf_fragment: logdepthbuf_fragment,
|
|
638
642
|
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
|
|
639
643
|
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
|
|
@@ -755,7 +759,6 @@ const UniformsLib = {
|
|
|
755
759
|
|
|
756
760
|
envMap: { value: null },
|
|
757
761
|
envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
|
|
758
|
-
flipEnvMap: { value: -1 },
|
|
759
762
|
reflectivity: { value: 1.0 }, // basic, lambert, phong
|
|
760
763
|
ior: { value: 1.5 }, // physical
|
|
761
764
|
refractionRatio: { value: 0.98 }, // basic, lambert, phong
|
|
@@ -916,7 +919,12 @@ const UniformsLib = {
|
|
|
916
919
|
} },
|
|
917
920
|
|
|
918
921
|
ltc_1: { value: null },
|
|
919
|
-
ltc_2: { value: null }
|
|
922
|
+
ltc_2: { value: null },
|
|
923
|
+
|
|
924
|
+
probesSH: { value: null },
|
|
925
|
+
probesMin: { value: /*@__PURE__*/ new Vector3() },
|
|
926
|
+
probesMax: { value: /*@__PURE__*/ new Vector3() },
|
|
927
|
+
probesResolution: { value: /*@__PURE__*/ new Vector3() }
|
|
920
928
|
|
|
921
929
|
},
|
|
922
930
|
|
|
@@ -1176,7 +1184,6 @@ const ShaderLib = {
|
|
|
1176
1184
|
|
|
1177
1185
|
uniforms: {
|
|
1178
1186
|
envMap: { value: null },
|
|
1179
|
-
flipEnvMap: { value: -1 },
|
|
1180
1187
|
backgroundBlurriness: { value: 0 },
|
|
1181
1188
|
backgroundIntensity: { value: 1 },
|
|
1182
1189
|
backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
|
|
@@ -1304,8 +1311,10 @@ ShaderLib.physical = {
|
|
|
1304
1311
|
};
|
|
1305
1312
|
|
|
1306
1313
|
const _rgb = { r: 0, b: 0, g: 0 };
|
|
1307
|
-
const _e1$1 = /*@__PURE__*/ new Euler();
|
|
1308
1314
|
const _m1$1 = /*@__PURE__*/ new Matrix4();
|
|
1315
|
+
const _m$1 = /*@__PURE__*/ new Matrix3();
|
|
1316
|
+
|
|
1317
|
+
_m$1.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 );
|
|
1309
1318
|
|
|
1310
1319
|
function WebGLBackground( renderer, environments, state, objects, alpha, premultipliedAlpha ) {
|
|
1311
1320
|
|
|
@@ -1423,24 +1432,22 @@ function WebGLBackground( renderer, environments, state, objects, alpha, premult
|
|
|
1423
1432
|
|
|
1424
1433
|
}
|
|
1425
1434
|
|
|
1426
|
-
_e1$1.copy( scene.backgroundRotation );
|
|
1427
1435
|
|
|
1428
|
-
|
|
1429
|
-
|
|
1436
|
+
boxMesh.material.uniforms.envMap.value = background;
|
|
1437
|
+
boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
|
|
1438
|
+
boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
|
|
1439
|
+
|
|
1440
|
+
|
|
1441
|
+
// note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert()
|
|
1442
|
+
boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( scene.backgroundRotation ) ).transpose();
|
|
1430
1443
|
|
|
1431
1444
|
if ( background.isCubeTexture && background.isRenderTargetTexture === false ) {
|
|
1432
1445
|
|
|
1433
|
-
|
|
1434
|
-
_e1$1.y *= -1;
|
|
1435
|
-
_e1$1.z *= -1;
|
|
1446
|
+
boxMesh.material.uniforms.backgroundRotation.value.premultiply( _m$1 );
|
|
1436
1447
|
|
|
1437
1448
|
}
|
|
1438
1449
|
|
|
1439
|
-
|
|
1440
|
-
boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? -1 : 1;
|
|
1441
|
-
boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
|
|
1442
|
-
boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
|
|
1443
|
-
boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );
|
|
1450
|
+
|
|
1444
1451
|
boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
|
|
1445
1452
|
|
|
1446
1453
|
if ( currentBackground !== background ||
|
|
@@ -2300,44 +2307,12 @@ function WebGLBufferRenderer( gl, extensions, info ) {
|
|
|
2300
2307
|
|
|
2301
2308
|
}
|
|
2302
2309
|
|
|
2303
|
-
function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
|
|
2304
|
-
|
|
2305
|
-
if ( drawCount === 0 ) return;
|
|
2306
|
-
|
|
2307
|
-
const extension = extensions.get( 'WEBGL_multi_draw' );
|
|
2308
|
-
|
|
2309
|
-
if ( extension === null ) {
|
|
2310
|
-
|
|
2311
|
-
for ( let i = 0; i < starts.length; i ++ ) {
|
|
2312
|
-
|
|
2313
|
-
renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
|
|
2314
|
-
|
|
2315
|
-
}
|
|
2316
|
-
|
|
2317
|
-
} else {
|
|
2318
|
-
|
|
2319
|
-
extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
|
|
2320
|
-
|
|
2321
|
-
let elementCount = 0;
|
|
2322
|
-
for ( let i = 0; i < drawCount; i ++ ) {
|
|
2323
|
-
|
|
2324
|
-
elementCount += counts[ i ] * primcount[ i ];
|
|
2325
|
-
|
|
2326
|
-
}
|
|
2327
|
-
|
|
2328
|
-
info.update( elementCount, mode, 1 );
|
|
2329
|
-
|
|
2330
|
-
}
|
|
2331
|
-
|
|
2332
|
-
}
|
|
2333
|
-
|
|
2334
2310
|
//
|
|
2335
2311
|
|
|
2336
2312
|
this.setMode = setMode;
|
|
2337
2313
|
this.render = render;
|
|
2338
2314
|
this.renderInstances = renderInstances;
|
|
2339
2315
|
this.renderMultiDraw = renderMultiDraw;
|
|
2340
|
-
this.renderMultiDrawInstances = renderMultiDrawInstances;
|
|
2341
2316
|
|
|
2342
2317
|
}
|
|
2343
2318
|
|
|
@@ -2435,6 +2410,12 @@ function WebGLCapabilities( gl, extensions, parameters, utils ) {
|
|
|
2435
2410
|
const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
|
|
2436
2411
|
const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has( 'EXT_clip_control' );
|
|
2437
2412
|
|
|
2413
|
+
if ( parameters.reversedDepthBuffer === true && reversedDepthBuffer === false ) {
|
|
2414
|
+
|
|
2415
|
+
warn( 'WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.' );
|
|
2416
|
+
|
|
2417
|
+
}
|
|
2418
|
+
|
|
2438
2419
|
const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
|
|
2439
2420
|
const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
|
|
2440
2421
|
const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
|
|
@@ -4476,37 +4457,6 @@ function WebGLIndexedBufferRenderer( gl, extensions, info ) {
|
|
|
4476
4457
|
|
|
4477
4458
|
}
|
|
4478
4459
|
|
|
4479
|
-
function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
|
|
4480
|
-
|
|
4481
|
-
if ( drawCount === 0 ) return;
|
|
4482
|
-
|
|
4483
|
-
const extension = extensions.get( 'WEBGL_multi_draw' );
|
|
4484
|
-
|
|
4485
|
-
if ( extension === null ) {
|
|
4486
|
-
|
|
4487
|
-
for ( let i = 0; i < starts.length; i ++ ) {
|
|
4488
|
-
|
|
4489
|
-
renderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] );
|
|
4490
|
-
|
|
4491
|
-
}
|
|
4492
|
-
|
|
4493
|
-
} else {
|
|
4494
|
-
|
|
4495
|
-
extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount );
|
|
4496
|
-
|
|
4497
|
-
let elementCount = 0;
|
|
4498
|
-
for ( let i = 0; i < drawCount; i ++ ) {
|
|
4499
|
-
|
|
4500
|
-
elementCount += counts[ i ] * primcount[ i ];
|
|
4501
|
-
|
|
4502
|
-
}
|
|
4503
|
-
|
|
4504
|
-
info.update( elementCount, mode, 1 );
|
|
4505
|
-
|
|
4506
|
-
}
|
|
4507
|
-
|
|
4508
|
-
}
|
|
4509
|
-
|
|
4510
4460
|
//
|
|
4511
4461
|
|
|
4512
4462
|
this.setMode = setMode;
|
|
@@ -4514,7 +4464,6 @@ function WebGLIndexedBufferRenderer( gl, extensions, info ) {
|
|
|
4514
4464
|
this.render = render;
|
|
4515
4465
|
this.renderInstances = renderInstances;
|
|
4516
4466
|
this.renderMultiDraw = renderMultiDraw;
|
|
4517
|
-
this.renderMultiDrawInstances = renderMultiDrawInstances;
|
|
4518
4467
|
|
|
4519
4468
|
}
|
|
4520
4469
|
|
|
@@ -4856,7 +4805,8 @@ function WebGLOutput( type, width, height, depth, stencil ) {
|
|
|
4856
4805
|
const targetA = new WebGLRenderTarget( width, height, {
|
|
4857
4806
|
type: type,
|
|
4858
4807
|
depthBuffer: depth,
|
|
4859
|
-
stencilBuffer: stencil
|
|
4808
|
+
stencilBuffer: stencil,
|
|
4809
|
+
depthTexture: depth ? new DepthTexture( width, height ) : undefined
|
|
4860
4810
|
} );
|
|
4861
4811
|
|
|
4862
4812
|
const targetB = new WebGLRenderTarget( width, height, {
|
|
@@ -5077,6 +5027,7 @@ function WebGLOutput( type, width, height, depth, stencil ) {
|
|
|
5077
5027
|
|
|
5078
5028
|
this.dispose = function () {
|
|
5079
5029
|
|
|
5030
|
+
if ( targetA.depthTexture ) targetA.depthTexture.dispose();
|
|
5080
5031
|
targetA.dispose();
|
|
5081
5032
|
targetB.dispose();
|
|
5082
5033
|
geometry.dispose();
|
|
@@ -6860,6 +6811,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
|
|
|
6860
6811
|
//
|
|
6861
6812
|
|
|
6862
6813
|
parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
|
|
6814
|
+
parameters.vertexNormals ? '#define HAS_NORMAL' : '',
|
|
6863
6815
|
parameters.vertexColors ? '#define USE_COLOR' : '',
|
|
6864
6816
|
parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
|
|
6865
6817
|
parameters.vertexUv1s ? '#define USE_UV1' : '',
|
|
@@ -6996,6 +6948,7 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
|
|
|
6996
6948
|
parameters.normalMapMode === TriPlanarMapping ? '#define USE_NORMALMAP_TRIPLANAR' : parameters.normalMapMode === CylindricalMapping ? '#define USE_NORMALMAP_CYLINDRICAL' : parameters.normalMapMode === UVMapping ? '#define USE_NORMALMAP_UV' : '',
|
|
6997
6949
|
parameters.normalMapObjectSpace && [ UVMapping, CylindricalMapping ].includes( parameters.normalMapMode ) ? '#define USE_NORMALMAP_OBJECTSPACE' : '',
|
|
6998
6950
|
parameters.normalMapTangentSpace && [ UVMapping, CylindricalMapping ].includes( parameters.normalMapMode ) ? '#define USE_NORMALMAP_TANGENTSPACE' : '',
|
|
6951
|
+
parameters.packedNormalMap ? '#define USE_PACKED_NORMALMAP' : '',
|
|
6999
6952
|
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
|
|
7000
6953
|
|
|
7001
6954
|
parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
|
|
@@ -7060,6 +7013,8 @@ function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
|
|
|
7060
7013
|
|
|
7061
7014
|
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
|
|
7062
7015
|
|
|
7016
|
+
parameters.numLightProbeGrids > 0 ? '#define USE_LIGHT_PROBES_GRID' : '',
|
|
7017
|
+
|
|
7063
7018
|
parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
|
|
7064
7019
|
parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
|
|
7065
7020
|
|
|
@@ -7455,6 +7410,12 @@ class WebGLShaderStage {
|
|
|
7455
7410
|
|
|
7456
7411
|
}
|
|
7457
7412
|
|
|
7413
|
+
function isPackedRGFormat( format ) {
|
|
7414
|
+
|
|
7415
|
+
return format === RGFormat || format === RG11_EAC_Format || format === RED_GREEN_RGTC2_Format;
|
|
7416
|
+
|
|
7417
|
+
}
|
|
7418
|
+
|
|
7458
7419
|
function WebGLPrograms( renderer, environments, extensions, capabilities, bindingStates, clipping ) {
|
|
7459
7420
|
|
|
7460
7421
|
const _programLayers = new Layers();
|
|
@@ -7495,7 +7456,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7495
7456
|
|
|
7496
7457
|
}
|
|
7497
7458
|
|
|
7498
|
-
function getParameters( material, lights, shadows, scene, object ) {
|
|
7459
|
+
function getParameters( material, lights, shadows, scene, object, lightProbeGrids ) {
|
|
7499
7460
|
|
|
7500
7461
|
const fog = scene.fog;
|
|
7501
7462
|
const geometry = object.geometry;
|
|
@@ -7611,6 +7572,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7611
7572
|
const HAS_ALPHAHASH = !! material.alphaHash;
|
|
7612
7573
|
|
|
7613
7574
|
const HAS_OCTAHEDRAL_NORMALS = object.geometry.attributes.normalOctahedral !== undefined;
|
|
7575
|
+
const HAS_VERTEX_NORMALS = geometry.attributes.normal !== undefined || HAS_OCTAHEDRAL_NORMALS;
|
|
7614
7576
|
|
|
7615
7577
|
const HAS_EXTENSIONS = !! material.extensions;
|
|
7616
7578
|
|
|
@@ -7652,7 +7614,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7652
7614
|
instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
|
|
7653
7615
|
instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,
|
|
7654
7616
|
|
|
7655
|
-
outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace :
|
|
7617
|
+
outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace ),
|
|
7656
7618
|
alphaToCoverage: !! material.alphaToCoverage,
|
|
7657
7619
|
|
|
7658
7620
|
map: HAS_MAP,
|
|
@@ -7669,6 +7631,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7669
7631
|
|
|
7670
7632
|
normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
|
|
7671
7633
|
normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
|
|
7634
|
+
packedNormalMap: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap && isPackedRGFormat( material.normalMap.format ),
|
|
7672
7635
|
|
|
7673
7636
|
metalnessMap: HAS_METALNESSMAP,
|
|
7674
7637
|
roughnessMap: HAS_ROUGHNESSMAP,
|
|
@@ -7753,6 +7716,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7753
7716
|
//
|
|
7754
7717
|
|
|
7755
7718
|
vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),
|
|
7719
|
+
vertexNormals: HAS_VERTEX_NORMALS,
|
|
7756
7720
|
vertexColors: material.vertexColors,
|
|
7757
7721
|
vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
|
|
7758
7722
|
|
|
@@ -7764,7 +7728,7 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7764
7728
|
|
|
7765
7729
|
flatShading: material.wireframe === false && (
|
|
7766
7730
|
material.flatShading === true ||
|
|
7767
|
-
(
|
|
7731
|
+
( HAS_VERTEX_NORMALS === false && HAS_NORMALMAP === false &&
|
|
7768
7732
|
( material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial )
|
|
7769
7733
|
)
|
|
7770
7734
|
),
|
|
@@ -7795,6 +7759,8 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7795
7759
|
|
|
7796
7760
|
numLightProbes: lights.numLightProbes,
|
|
7797
7761
|
|
|
7762
|
+
numLightProbeGrids: lightProbeGrids.length,
|
|
7763
|
+
|
|
7798
7764
|
numClippingPlanes: clipping.numPlanes,
|
|
7799
7765
|
numClipIntersection: clipping.numIntersection,
|
|
7800
7766
|
|
|
@@ -7991,6 +7957,10 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
7991
7957
|
_programLayers.enable( 22 );
|
|
7992
7958
|
if ( parameters.normalOctahedral )
|
|
7993
7959
|
_programLayers.enable( 23 );
|
|
7960
|
+
if ( parameters.packedNormalMap )
|
|
7961
|
+
_programLayers.enable( 24 );
|
|
7962
|
+
if ( parameters.vertexNormals )
|
|
7963
|
+
_programLayers.enable( 25 );
|
|
7994
7964
|
|
|
7995
7965
|
array.push( _programLayers.mask );
|
|
7996
7966
|
_programLayers.disableAll();
|
|
@@ -8039,6 +8009,8 @@ function WebGLPrograms( renderer, environments, extensions, capabilities, bindin
|
|
|
8039
8009
|
_programLayers.enable( 20 );
|
|
8040
8010
|
if ( parameters.alphaToCoverage )
|
|
8041
8011
|
_programLayers.enable( 21 );
|
|
8012
|
+
if ( parameters.numLightProbeGrids > 0 )
|
|
8013
|
+
_programLayers.enable( 22 );
|
|
8042
8014
|
|
|
8043
8015
|
array.push( _programLayers.mask );
|
|
8044
8016
|
|
|
@@ -9015,6 +8987,7 @@ function WebGLRenderState( extensions ) {
|
|
|
9015
8987
|
|
|
9016
8988
|
const lightsArray = [];
|
|
9017
8989
|
const shadowsArray = [];
|
|
8990
|
+
const lightProbeGridArray = [];
|
|
9018
8991
|
|
|
9019
8992
|
function init( camera ) {
|
|
9020
8993
|
|
|
@@ -9022,6 +8995,7 @@ function WebGLRenderState( extensions ) {
|
|
|
9022
8995
|
|
|
9023
8996
|
lightsArray.length = 0;
|
|
9024
8997
|
shadowsArray.length = 0;
|
|
8998
|
+
lightProbeGridArray.length = 0;
|
|
9025
8999
|
|
|
9026
9000
|
}
|
|
9027
9001
|
|
|
@@ -9037,6 +9011,12 @@ function WebGLRenderState( extensions ) {
|
|
|
9037
9011
|
|
|
9038
9012
|
}
|
|
9039
9013
|
|
|
9014
|
+
function pushLightProbeGrid( volume ) {
|
|
9015
|
+
|
|
9016
|
+
lightProbeGridArray.push( volume );
|
|
9017
|
+
|
|
9018
|
+
}
|
|
9019
|
+
|
|
9040
9020
|
function setupLights() {
|
|
9041
9021
|
|
|
9042
9022
|
lights.setup( lightsArray );
|
|
@@ -9052,12 +9032,14 @@ function WebGLRenderState( extensions ) {
|
|
|
9052
9032
|
const state = {
|
|
9053
9033
|
lightsArray: lightsArray,
|
|
9054
9034
|
shadowsArray: shadowsArray,
|
|
9035
|
+
lightProbeGridArray: lightProbeGridArray,
|
|
9055
9036
|
|
|
9056
9037
|
camera: null,
|
|
9057
9038
|
|
|
9058
9039
|
lights: lights,
|
|
9059
9040
|
|
|
9060
|
-
transmissionRenderTarget: {}
|
|
9041
|
+
transmissionRenderTarget: {},
|
|
9042
|
+
textureUnits: 0
|
|
9061
9043
|
};
|
|
9062
9044
|
|
|
9063
9045
|
return {
|
|
@@ -9067,7 +9049,8 @@ function WebGLRenderState( extensions ) {
|
|
|
9067
9049
|
setupLightsView: setupLightsView,
|
|
9068
9050
|
|
|
9069
9051
|
pushLight: pushLight,
|
|
9070
|
-
pushShadow: pushShadow
|
|
9052
|
+
pushShadow: pushShadow,
|
|
9053
|
+
pushLightProbeGrid: pushLightProbeGrid
|
|
9071
9054
|
};
|
|
9072
9055
|
|
|
9073
9056
|
}
|
|
@@ -10050,6 +10033,7 @@ function WebGLState( gl, extensions ) {
|
|
|
10050
10033
|
const uboProgramMap = new WeakMap();
|
|
10051
10034
|
|
|
10052
10035
|
let enabledCapabilities = {};
|
|
10036
|
+
let parameters = {};
|
|
10053
10037
|
|
|
10054
10038
|
let currentBoundFramebuffers = {};
|
|
10055
10039
|
let currentDrawbuffers = new WeakMap();
|
|
@@ -10809,6 +10793,31 @@ function WebGLState( gl, extensions ) {
|
|
|
10809
10793
|
|
|
10810
10794
|
}
|
|
10811
10795
|
|
|
10796
|
+
function getParameter( name ) {
|
|
10797
|
+
|
|
10798
|
+
if ( parameters[ name ] !== undefined ) {
|
|
10799
|
+
|
|
10800
|
+
return parameters[ name ];
|
|
10801
|
+
|
|
10802
|
+
} else {
|
|
10803
|
+
|
|
10804
|
+
return gl.getParameter( name );
|
|
10805
|
+
|
|
10806
|
+
}
|
|
10807
|
+
|
|
10808
|
+
}
|
|
10809
|
+
|
|
10810
|
+
function pixelStorei( name, value ) {
|
|
10811
|
+
|
|
10812
|
+
if ( parameters[ name ] !== value ) {
|
|
10813
|
+
|
|
10814
|
+
gl.pixelStorei( name, value );
|
|
10815
|
+
parameters[ name ] = value;
|
|
10816
|
+
|
|
10817
|
+
}
|
|
10818
|
+
|
|
10819
|
+
}
|
|
10820
|
+
|
|
10812
10821
|
//
|
|
10813
10822
|
|
|
10814
10823
|
function scissor( scissor ) {
|
|
@@ -10925,9 +10934,24 @@ function WebGLState( gl, extensions ) {
|
|
|
10925
10934
|
gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
|
|
10926
10935
|
gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );
|
|
10927
10936
|
|
|
10937
|
+
gl.pixelStorei( gl.PACK_ALIGNMENT, 4 );
|
|
10938
|
+
gl.pixelStorei( gl.UNPACK_ALIGNMENT, 4 );
|
|
10939
|
+
gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, false );
|
|
10940
|
+
gl.pixelStorei( gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false );
|
|
10941
|
+
gl.pixelStorei( gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL );
|
|
10942
|
+
gl.pixelStorei( gl.PACK_ROW_LENGTH, 0 );
|
|
10943
|
+
gl.pixelStorei( gl.PACK_SKIP_PIXELS, 0 );
|
|
10944
|
+
gl.pixelStorei( gl.PACK_SKIP_ROWS, 0 );
|
|
10945
|
+
gl.pixelStorei( gl.UNPACK_ROW_LENGTH, 0 );
|
|
10946
|
+
gl.pixelStorei( gl.UNPACK_IMAGE_HEIGHT, 0 );
|
|
10947
|
+
gl.pixelStorei( gl.UNPACK_SKIP_PIXELS, 0 );
|
|
10948
|
+
gl.pixelStorei( gl.UNPACK_SKIP_ROWS, 0 );
|
|
10949
|
+
gl.pixelStorei( gl.UNPACK_SKIP_IMAGES, 0 );
|
|
10950
|
+
|
|
10928
10951
|
// reset internals
|
|
10929
10952
|
|
|
10930
10953
|
enabledCapabilities = {};
|
|
10954
|
+
parameters = {};
|
|
10931
10955
|
|
|
10932
10956
|
currentTextureSlot = null;
|
|
10933
10957
|
currentBoundTextures = {};
|
|
@@ -11001,6 +11025,8 @@ function WebGLState( gl, extensions ) {
|
|
|
11001
11025
|
compressedTexImage3D: compressedTexImage3D,
|
|
11002
11026
|
texImage2D: texImage2D,
|
|
11003
11027
|
texImage3D: texImage3D,
|
|
11028
|
+
pixelStorei: pixelStorei,
|
|
11029
|
+
getParameter: getParameter,
|
|
11004
11030
|
|
|
11005
11031
|
updateUBOMapping: updateUBOMapping,
|
|
11006
11032
|
uniformBlockBinding: uniformBlockBinding,
|
|
@@ -11028,6 +11054,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11028
11054
|
|
|
11029
11055
|
const _imageDimensions = new Vector2();
|
|
11030
11056
|
const _videoTextures = new WeakMap();
|
|
11057
|
+
const _htmlTextures = new Set();
|
|
11031
11058
|
let _canvas;
|
|
11032
11059
|
|
|
11033
11060
|
const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source
|
|
@@ -11142,7 +11169,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11142
11169
|
|
|
11143
11170
|
}
|
|
11144
11171
|
|
|
11145
|
-
function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
|
|
11172
|
+
function getInternalFormat( internalFormatName, glFormat, glType, normalized, colorSpace, forceLinearTransfer = false ) {
|
|
11146
11173
|
|
|
11147
11174
|
if ( internalFormatName !== null ) {
|
|
11148
11175
|
|
|
@@ -11152,6 +11179,20 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11152
11179
|
|
|
11153
11180
|
}
|
|
11154
11181
|
|
|
11182
|
+
let ext_texture_norm16;
|
|
11183
|
+
|
|
11184
|
+
if ( normalized ) {
|
|
11185
|
+
|
|
11186
|
+
ext_texture_norm16 = extensions.get( 'EXT_texture_norm16' );
|
|
11187
|
+
|
|
11188
|
+
if ( ! ext_texture_norm16 ) {
|
|
11189
|
+
|
|
11190
|
+
warn( 'WebGLRenderer: Unable to use normalized textures without EXT_texture_norm16 extension' );
|
|
11191
|
+
|
|
11192
|
+
}
|
|
11193
|
+
|
|
11194
|
+
}
|
|
11195
|
+
|
|
11155
11196
|
let internalFormat = glFormat;
|
|
11156
11197
|
|
|
11157
11198
|
if ( glFormat === _gl.RED ) {
|
|
@@ -11159,6 +11200,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11159
11200
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
|
|
11160
11201
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
|
|
11161
11202
|
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
|
|
11203
|
+
if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_EXT;
|
|
11204
|
+
if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.R16_SNORM_EXT;
|
|
11162
11205
|
|
|
11163
11206
|
}
|
|
11164
11207
|
|
|
@@ -11178,6 +11221,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11178
11221
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;
|
|
11179
11222
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;
|
|
11180
11223
|
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;
|
|
11224
|
+
if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_EXT;
|
|
11225
|
+
if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RG16_SNORM_EXT;
|
|
11181
11226
|
|
|
11182
11227
|
}
|
|
11183
11228
|
|
|
@@ -11216,6 +11261,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11216
11261
|
|
|
11217
11262
|
if ( glFormat === _gl.RGB ) {
|
|
11218
11263
|
|
|
11264
|
+
if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_EXT;
|
|
11265
|
+
if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGB16_SNORM_EXT;
|
|
11219
11266
|
if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;
|
|
11220
11267
|
if ( glType === _gl.UNSIGNED_INT_10F_11F_11F_REV ) internalFormat = _gl.R11F_G11F_B10F;
|
|
11221
11268
|
|
|
@@ -11228,6 +11275,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11228
11275
|
if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
|
|
11229
11276
|
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
|
|
11230
11277
|
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
|
|
11278
|
+
if ( glType === _gl.UNSIGNED_SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_EXT;
|
|
11279
|
+
if ( glType === _gl.SHORT && ext_texture_norm16 ) internalFormat = ext_texture_norm16.RGBA16_SNORM_EXT;
|
|
11231
11280
|
if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
|
|
11232
11281
|
if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
|
|
11233
11282
|
|
|
@@ -11329,6 +11378,12 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11329
11378
|
|
|
11330
11379
|
}
|
|
11331
11380
|
|
|
11381
|
+
if ( texture.isHTMLTexture ) {
|
|
11382
|
+
|
|
11383
|
+
_htmlTextures.delete( texture );
|
|
11384
|
+
|
|
11385
|
+
}
|
|
11386
|
+
|
|
11332
11387
|
}
|
|
11333
11388
|
|
|
11334
11389
|
function onRenderTargetDispose( event ) {
|
|
@@ -11485,6 +11540,18 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11485
11540
|
|
|
11486
11541
|
}
|
|
11487
11542
|
|
|
11543
|
+
function getTextureUnits() {
|
|
11544
|
+
|
|
11545
|
+
return textureUnits;
|
|
11546
|
+
|
|
11547
|
+
}
|
|
11548
|
+
|
|
11549
|
+
function setTextureUnits( value ) {
|
|
11550
|
+
|
|
11551
|
+
textureUnits = value;
|
|
11552
|
+
|
|
11553
|
+
}
|
|
11554
|
+
|
|
11488
11555
|
function allocateTextureUnit() {
|
|
11489
11556
|
|
|
11490
11557
|
const textureUnit = textureUnits;
|
|
@@ -11836,11 +11903,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11836
11903
|
// Trim the array to only contain the merged ranges.
|
|
11837
11904
|
updateRanges.length = mergeIndex + 1;
|
|
11838
11905
|
|
|
11839
|
-
const currentUnpackRowLen =
|
|
11840
|
-
const currentUnpackSkipPixels =
|
|
11841
|
-
const currentUnpackSkipRows =
|
|
11906
|
+
const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH );
|
|
11907
|
+
const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS );
|
|
11908
|
+
const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS );
|
|
11842
11909
|
|
|
11843
|
-
|
|
11910
|
+
state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
|
|
11844
11911
|
|
|
11845
11912
|
for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
|
|
11846
11913
|
|
|
@@ -11856,8 +11923,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11856
11923
|
const width = pixelCount;
|
|
11857
11924
|
const height = 1;
|
|
11858
11925
|
|
|
11859
|
-
|
|
11860
|
-
|
|
11926
|
+
state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, x );
|
|
11927
|
+
state.pixelStorei( _gl.UNPACK_SKIP_ROWS, y );
|
|
11861
11928
|
|
|
11862
11929
|
state.texSubImage2D( _gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data );
|
|
11863
11930
|
|
|
@@ -11865,9 +11932,9 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11865
11932
|
|
|
11866
11933
|
texture.clearUpdateRanges();
|
|
11867
11934
|
|
|
11868
|
-
|
|
11869
|
-
|
|
11870
|
-
|
|
11935
|
+
state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
|
|
11936
|
+
state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
|
|
11937
|
+
state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
|
|
11871
11938
|
|
|
11872
11939
|
}
|
|
11873
11940
|
|
|
@@ -11891,14 +11958,21 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11891
11958
|
|
|
11892
11959
|
state.activeTexture( _gl.TEXTURE0 + slot );
|
|
11893
11960
|
|
|
11894
|
-
const
|
|
11895
|
-
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
11896
|
-
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
11961
|
+
const isImageBitmap = ( typeof ImageBitmap !== 'undefined' && texture.image instanceof ImageBitmap );
|
|
11897
11962
|
|
|
11898
|
-
|
|
11899
|
-
|
|
11900
|
-
|
|
11901
|
-
|
|
11963
|
+
if ( isImageBitmap === false ) {
|
|
11964
|
+
|
|
11965
|
+
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
|
|
11966
|
+
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
11967
|
+
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
11968
|
+
|
|
11969
|
+
state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
11970
|
+
state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
11971
|
+
state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
11972
|
+
|
|
11973
|
+
}
|
|
11974
|
+
|
|
11975
|
+
state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
11902
11976
|
|
|
11903
11977
|
let image = resizeImage( texture.image, false, capabilities.maxTextureSize );
|
|
11904
11978
|
image = verifyColorSpace( texture, image );
|
|
@@ -11906,7 +11980,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
11906
11980
|
const glFormat = utils.convert( texture.format, texture.colorSpace );
|
|
11907
11981
|
|
|
11908
11982
|
const glType = utils.convert( texture.type );
|
|
11909
|
-
let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
|
|
11983
|
+
let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, texture.isVideoTexture );
|
|
11910
11984
|
|
|
11911
11985
|
setTextureParameters( textureType, texture );
|
|
11912
11986
|
|
|
@@ -12223,6 +12297,59 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
12223
12297
|
|
|
12224
12298
|
}
|
|
12225
12299
|
|
|
12300
|
+
} else if ( texture.isHTMLTexture ) {
|
|
12301
|
+
|
|
12302
|
+
if ( 'texElementImage2D' in _gl ) {
|
|
12303
|
+
|
|
12304
|
+
const canvas = _gl.canvas;
|
|
12305
|
+
|
|
12306
|
+
// Ensure the canvas supports HTML-in-Canvas and the element is a child.
|
|
12307
|
+
if ( ! canvas.hasAttribute( 'layoutsubtree' ) ) {
|
|
12308
|
+
|
|
12309
|
+
canvas.setAttribute( 'layoutsubtree', 'true' );
|
|
12310
|
+
|
|
12311
|
+
}
|
|
12312
|
+
|
|
12313
|
+
if ( image.parentNode !== canvas ) {
|
|
12314
|
+
|
|
12315
|
+
canvas.appendChild( image );
|
|
12316
|
+
|
|
12317
|
+
// Register and set up a shared paint callback for all HTMLTextures.
|
|
12318
|
+
_htmlTextures.add( texture );
|
|
12319
|
+
|
|
12320
|
+
canvas.onpaint = ( event ) => {
|
|
12321
|
+
|
|
12322
|
+
const changed = event.changedElements;
|
|
12323
|
+
|
|
12324
|
+
for ( const t of _htmlTextures ) {
|
|
12325
|
+
|
|
12326
|
+
if ( changed.includes( t.image ) ) {
|
|
12327
|
+
|
|
12328
|
+
t.needsUpdate = true;
|
|
12329
|
+
|
|
12330
|
+
}
|
|
12331
|
+
|
|
12332
|
+
}
|
|
12333
|
+
|
|
12334
|
+
};
|
|
12335
|
+
|
|
12336
|
+
canvas.requestPaint();
|
|
12337
|
+
return;
|
|
12338
|
+
|
|
12339
|
+
}
|
|
12340
|
+
|
|
12341
|
+
const level = 0;
|
|
12342
|
+
const internalFormat = _gl.RGBA;
|
|
12343
|
+
const srcFormat = _gl.RGBA;
|
|
12344
|
+
const srcType = _gl.UNSIGNED_BYTE;
|
|
12345
|
+
|
|
12346
|
+
_gl.texElementImage2D( _gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image );
|
|
12347
|
+
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR );
|
|
12348
|
+
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
|
12349
|
+
_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
|
12350
|
+
|
|
12351
|
+
}
|
|
12352
|
+
|
|
12226
12353
|
} else {
|
|
12227
12354
|
|
|
12228
12355
|
// regular Texture (image, video, canvas)
|
|
@@ -12326,10 +12453,10 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
12326
12453
|
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
|
|
12327
12454
|
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
|
|
12328
12455
|
|
|
12329
|
-
|
|
12330
|
-
|
|
12331
|
-
|
|
12332
|
-
|
|
12456
|
+
state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
12457
|
+
state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
12458
|
+
state.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
12459
|
+
state.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
|
|
12333
12460
|
|
|
12334
12461
|
const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
|
|
12335
12462
|
const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
|
|
@@ -12355,7 +12482,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
12355
12482
|
const image = cubeImage[ 0 ],
|
|
12356
12483
|
glFormat = utils.convert( texture.format, texture.colorSpace ),
|
|
12357
12484
|
glType = utils.convert( texture.type ),
|
|
12358
|
-
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
|
|
12485
|
+
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace );
|
|
12359
12486
|
|
|
12360
12487
|
const useTexStorage = ( texture.isVideoTexture !== true );
|
|
12361
12488
|
const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
|
|
@@ -12551,7 +12678,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
12551
12678
|
|
|
12552
12679
|
const glFormat = utils.convert( texture.format, texture.colorSpace );
|
|
12553
12680
|
const glType = utils.convert( texture.type );
|
|
12554
|
-
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
|
|
12681
|
+
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace );
|
|
12555
12682
|
const renderTargetProperties = properties.get( renderTarget );
|
|
12556
12683
|
const textureProperties = properties.get( texture );
|
|
12557
12684
|
|
|
@@ -12630,7 +12757,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
12630
12757
|
|
|
12631
12758
|
const glFormat = utils.convert( texture.format, texture.colorSpace );
|
|
12632
12759
|
const glType = utils.convert( texture.type );
|
|
12633
|
-
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
|
|
12760
|
+
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace );
|
|
12634
12761
|
|
|
12635
12762
|
if ( useMultisampledRTT( renderTarget ) ) {
|
|
12636
12763
|
|
|
@@ -13020,7 +13147,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
13020
13147
|
|
|
13021
13148
|
const glFormat = utils.convert( texture.format, texture.colorSpace );
|
|
13022
13149
|
const glType = utils.convert( texture.type );
|
|
13023
|
-
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );
|
|
13150
|
+
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, renderTarget.isXRRenderTarget === true );
|
|
13024
13151
|
const samples = getRenderTargetSamples( renderTarget );
|
|
13025
13152
|
_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
|
|
13026
13153
|
|
|
@@ -13396,6 +13523,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
|
|
|
13396
13523
|
|
|
13397
13524
|
this.allocateTextureUnit = allocateTextureUnit;
|
|
13398
13525
|
this.resetTextureUnits = resetTextureUnits;
|
|
13526
|
+
this.getTextureUnits = getTextureUnits;
|
|
13527
|
+
this.setTextureUnits = setTextureUnits;
|
|
13399
13528
|
|
|
13400
13529
|
this.setTexture2D = setTexture2D;
|
|
13401
13530
|
this.setTexture2DArray = setTexture2DArray;
|
|
@@ -14864,8 +14993,10 @@ class WebXRManager extends EventDispatcher {
|
|
|
14864
14993
|
|
|
14865
14994
|
}
|
|
14866
14995
|
|
|
14867
|
-
const _e1 = /*@__PURE__*/ new Euler();
|
|
14868
14996
|
const _m1 = /*@__PURE__*/ new Matrix4();
|
|
14997
|
+
const _m = /*@__PURE__*/ new Matrix3();
|
|
14998
|
+
|
|
14999
|
+
_m.set( -1, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 );
|
|
14869
15000
|
|
|
14870
15001
|
function WebGLMaterials( renderer, properties ) {
|
|
14871
15002
|
|
|
@@ -14900,7 +15031,11 @@ function WebGLMaterials( renderer, properties ) {
|
|
|
14900
15031
|
|
|
14901
15032
|
function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {
|
|
14902
15033
|
|
|
14903
|
-
if ( material.
|
|
15034
|
+
if ( material.isNodeMaterial ) {
|
|
15035
|
+
|
|
15036
|
+
material.uniformsNeedUpdate = false;
|
|
15037
|
+
|
|
15038
|
+
} else if ( material.isMeshBasicMaterial ) {
|
|
14904
15039
|
|
|
14905
15040
|
refreshUniformsCommon( uniforms, material );
|
|
14906
15041
|
|
|
@@ -15108,23 +15243,16 @@ function WebGLMaterials( renderer, properties ) {
|
|
|
15108
15243
|
|
|
15109
15244
|
uniforms.envMap.value = envMap;
|
|
15110
15245
|
|
|
15111
|
-
|
|
15246
|
+
// note: since the matrix is orthonormal, we can use the more-efficient transpose() in lieu of invert()
|
|
15247
|
+
uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( envMapRotation ) ).transpose();
|
|
15112
15248
|
|
|
15113
|
-
// accommodate left-handed frame
|
|
15114
|
-
_e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
|
|
15115
15249
|
|
|
15116
15250
|
if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {
|
|
15117
15251
|
|
|
15118
|
-
|
|
15119
|
-
_e1.y *= -1;
|
|
15120
|
-
_e1.z *= -1;
|
|
15252
|
+
uniforms.envMapRotation.value.premultiply( _m );
|
|
15121
15253
|
|
|
15122
15254
|
}
|
|
15123
15255
|
|
|
15124
|
-
uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );
|
|
15125
|
-
|
|
15126
|
-
uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
|
|
15127
|
-
|
|
15128
15256
|
uniforms.reflectivity.value = material.reflectivity;
|
|
15129
15257
|
uniforms.ior.value = material.ior;
|
|
15130
15258
|
uniforms.refractionRatio.value = material.refractionRatio;
|
|
@@ -15614,6 +15742,11 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
|
|
|
15614
15742
|
uniform.__data[ 10 ] = value.elements[ 8 ];
|
|
15615
15743
|
uniform.__data[ 11 ] = 0;
|
|
15616
15744
|
|
|
15745
|
+
} else if ( ArrayBuffer.isView( value ) ) {
|
|
15746
|
+
|
|
15747
|
+
// copy the buffer data using "set"
|
|
15748
|
+
uniform.__data.set( new value.constructor( value.buffer, value.byteOffset, uniform.__data.length ) );
|
|
15749
|
+
|
|
15617
15750
|
} else {
|
|
15618
15751
|
|
|
15619
15752
|
value.toArray( uniform.__data, arrayOffset );
|
|
@@ -15649,6 +15782,10 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
|
|
|
15649
15782
|
|
|
15650
15783
|
cache[ indexString ] = value;
|
|
15651
15784
|
|
|
15785
|
+
} else if ( ArrayBuffer.isView( value ) ) {
|
|
15786
|
+
|
|
15787
|
+
cache[ indexString ] = value.slice();
|
|
15788
|
+
|
|
15652
15789
|
} else {
|
|
15653
15790
|
|
|
15654
15791
|
cache[ indexString ] = value.clone();
|
|
@@ -15672,6 +15809,11 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
|
|
|
15672
15809
|
|
|
15673
15810
|
}
|
|
15674
15811
|
|
|
15812
|
+
} else if ( ArrayBuffer.isView( value ) ) {
|
|
15813
|
+
|
|
15814
|
+
// always update the array buffers
|
|
15815
|
+
return true;
|
|
15816
|
+
|
|
15675
15817
|
} else {
|
|
15676
15818
|
|
|
15677
15819
|
if ( cachedObject.equals( value ) === false ) {
|
|
@@ -15812,6 +15954,11 @@ function WebGLUniformsGroups( gl, info, capabilities, state ) {
|
|
|
15812
15954
|
|
|
15813
15955
|
warn( 'WebGLRenderer: Texture samplers can not be part of an uniforms group.' );
|
|
15814
15956
|
|
|
15957
|
+
} else if ( ArrayBuffer.isView( value ) ) {
|
|
15958
|
+
|
|
15959
|
+
info.boundary = 16;
|
|
15960
|
+
info.storage = value.byteLength;
|
|
15961
|
+
|
|
15815
15962
|
} else {
|
|
15816
15963
|
|
|
15817
15964
|
warn( 'WebGLRenderer: Unsupported uniform value type.', value );
|
|
@@ -15986,6 +16133,7 @@ class WebGLRenderer {
|
|
|
15986
16133
|
|
|
15987
16134
|
const uintClearColor = new Uint32Array( 4 );
|
|
15988
16135
|
const intClearColor = new Int32Array( 4 );
|
|
16136
|
+
const objectPosition = new Vector3();
|
|
15989
16137
|
|
|
15990
16138
|
let currentRenderList = null;
|
|
15991
16139
|
let currentRenderState = null;
|
|
@@ -16148,6 +16296,7 @@ class WebGLRenderer {
|
|
|
16148
16296
|
const _this = this;
|
|
16149
16297
|
|
|
16150
16298
|
let _isContextLost = false;
|
|
16299
|
+
let _nodesHandler = null;
|
|
16151
16300
|
|
|
16152
16301
|
// internal state cache
|
|
16153
16302
|
|
|
@@ -16582,7 +16731,7 @@ class WebGLRenderer {
|
|
|
16582
16731
|
|
|
16583
16732
|
if ( _outputBufferType === UnsignedByteType ) {
|
|
16584
16733
|
|
|
16585
|
-
|
|
16734
|
+
error( 'THREE.WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.' );
|
|
16586
16735
|
return;
|
|
16587
16736
|
|
|
16588
16737
|
}
|
|
@@ -16593,7 +16742,7 @@ class WebGLRenderer {
|
|
|
16593
16742
|
|
|
16594
16743
|
if ( effects[ i ].isOutputPass === true ) {
|
|
16595
16744
|
|
|
16596
|
-
|
|
16745
|
+
warn( 'THREE.WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.' );
|
|
16597
16746
|
break;
|
|
16598
16747
|
|
|
16599
16748
|
}
|
|
@@ -16853,6 +17002,7 @@ class WebGLRenderer {
|
|
|
16853
17002
|
if ( depth ) {
|
|
16854
17003
|
|
|
16855
17004
|
bits |= _gl.DEPTH_BUFFER_BIT;
|
|
17005
|
+
this.state.buffers.depth.setMask( true );
|
|
16856
17006
|
|
|
16857
17007
|
}
|
|
16858
17008
|
|
|
@@ -16898,6 +17048,20 @@ class WebGLRenderer {
|
|
|
16898
17048
|
|
|
16899
17049
|
};
|
|
16900
17050
|
|
|
17051
|
+
/**
|
|
17052
|
+
* Sets a compatibility node builder for rendering node materials with WebGLRenderer.
|
|
17053
|
+
* This enables using TSL (Three.js Shading Language) node materials to prepare
|
|
17054
|
+
* for migration to WebGPURenderer.
|
|
17055
|
+
*
|
|
17056
|
+
* @param {WebGLNodesHandler} nodesHandler - The node builder instance.
|
|
17057
|
+
*/
|
|
17058
|
+
this.setNodesHandler = function ( nodesHandler ) {
|
|
17059
|
+
|
|
17060
|
+
nodesHandler.setRenderer( this );
|
|
17061
|
+
_nodesHandler = nodesHandler;
|
|
17062
|
+
|
|
17063
|
+
};
|
|
17064
|
+
|
|
16901
17065
|
/**
|
|
16902
17066
|
* Frees the GPU-related resources allocated by this instance. Call this
|
|
16903
17067
|
* method whenever this instance is no longer used in your app.
|
|
@@ -17133,33 +17297,23 @@ class WebGLRenderer {
|
|
|
17133
17297
|
|
|
17134
17298
|
if ( object.isBatchedMesh ) {
|
|
17135
17299
|
|
|
17136
|
-
if (
|
|
17300
|
+
if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {
|
|
17137
17301
|
|
|
17138
|
-
|
|
17139
|
-
|
|
17140
|
-
|
|
17302
|
+
const starts = object._multiDrawStarts;
|
|
17303
|
+
const counts = object._multiDrawCounts;
|
|
17304
|
+
const drawCount = object._multiDrawCount;
|
|
17305
|
+
const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
|
|
17306
|
+
const uniforms = properties.get( material ).currentProgram.getUniforms();
|
|
17307
|
+
for ( let i = 0; i < drawCount; i ++ ) {
|
|
17141
17308
|
|
|
17142
|
-
|
|
17143
|
-
|
|
17144
|
-
if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {
|
|
17145
|
-
|
|
17146
|
-
const starts = object._multiDrawStarts;
|
|
17147
|
-
const counts = object._multiDrawCounts;
|
|
17148
|
-
const drawCount = object._multiDrawCount;
|
|
17149
|
-
const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
|
|
17150
|
-
const uniforms = properties.get( material ).currentProgram.getUniforms();
|
|
17151
|
-
for ( let i = 0; i < drawCount; i ++ ) {
|
|
17152
|
-
|
|
17153
|
-
uniforms.setValue( _gl, '_gl_DrawID', i );
|
|
17154
|
-
renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );
|
|
17309
|
+
uniforms.setValue( _gl, '_gl_DrawID', i );
|
|
17310
|
+
renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );
|
|
17155
17311
|
|
|
17156
|
-
|
|
17157
|
-
|
|
17158
|
-
} else {
|
|
17312
|
+
}
|
|
17159
17313
|
|
|
17160
|
-
|
|
17314
|
+
} else {
|
|
17161
17315
|
|
|
17162
|
-
|
|
17316
|
+
renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
|
|
17163
17317
|
|
|
17164
17318
|
}
|
|
17165
17319
|
|
|
@@ -17458,6 +17612,13 @@ class WebGLRenderer {
|
|
|
17458
17612
|
|
|
17459
17613
|
if ( _isContextLost === true ) return;
|
|
17460
17614
|
|
|
17615
|
+
// update node builder if available
|
|
17616
|
+
if ( _nodesHandler !== null ) {
|
|
17617
|
+
|
|
17618
|
+
_nodesHandler.renderStart( scene, camera );
|
|
17619
|
+
|
|
17620
|
+
}
|
|
17621
|
+
|
|
17461
17622
|
// use internal render target for HalfFloatType color buffer (only when tone mapping is enabled)
|
|
17462
17623
|
|
|
17463
17624
|
const isXRPresenting = xr.enabled === true && xr.isPresenting === true;
|
|
@@ -17486,6 +17647,7 @@ class WebGLRenderer {
|
|
|
17486
17647
|
currentRenderState = renderStates.get( scene, renderStateStack.length );
|
|
17487
17648
|
currentRenderState.init( camera );
|
|
17488
17649
|
|
|
17650
|
+
currentRenderState.state.textureUnits = textures.getTextureUnits();
|
|
17489
17651
|
renderStateStack.push( currentRenderState );
|
|
17490
17652
|
|
|
17491
17653
|
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
@@ -17631,6 +17793,8 @@ class WebGLRenderer {
|
|
|
17631
17793
|
|
|
17632
17794
|
currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
|
|
17633
17795
|
|
|
17796
|
+
textures.setTextureUnits( currentRenderState.state.textureUnits );
|
|
17797
|
+
|
|
17634
17798
|
if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );
|
|
17635
17799
|
|
|
17636
17800
|
} else {
|
|
@@ -17651,6 +17815,12 @@ class WebGLRenderer {
|
|
|
17651
17815
|
|
|
17652
17816
|
}
|
|
17653
17817
|
|
|
17818
|
+
if ( _nodesHandler !== null ) {
|
|
17819
|
+
|
|
17820
|
+
_nodesHandler.renderEnd();
|
|
17821
|
+
|
|
17822
|
+
}
|
|
17823
|
+
|
|
17654
17824
|
};
|
|
17655
17825
|
|
|
17656
17826
|
function projectObject( object, camera, groupOrder, sortObjects ) {
|
|
@@ -17669,6 +17839,10 @@ class WebGLRenderer {
|
|
|
17669
17839
|
|
|
17670
17840
|
if ( object.autoUpdate === true ) object.update( camera );
|
|
17671
17841
|
|
|
17842
|
+
} else if ( object.isLightProbeGrid ) {
|
|
17843
|
+
|
|
17844
|
+
currentRenderState.pushLightProbeGrid( object );
|
|
17845
|
+
|
|
17672
17846
|
} else if ( object.isLight ) {
|
|
17673
17847
|
|
|
17674
17848
|
currentRenderState.pushLight( object );
|
|
@@ -17984,7 +18158,7 @@ class WebGLRenderer {
|
|
|
17984
18158
|
|
|
17985
18159
|
const lightsStateVersion = lights.state.version;
|
|
17986
18160
|
|
|
17987
|
-
const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
|
|
18161
|
+
const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray );
|
|
17988
18162
|
const programCacheKey = programCache.getProgramCacheKey( parameters );
|
|
17989
18163
|
|
|
17990
18164
|
let programs = materialProperties.programs;
|
|
@@ -18027,6 +18201,13 @@ class WebGLRenderer {
|
|
|
18027
18201
|
|
|
18028
18202
|
parameters.uniforms = programCache.getUniforms( material );
|
|
18029
18203
|
|
|
18204
|
+
// Use node builder for node materials if available
|
|
18205
|
+
if ( _nodesHandler !== null && material.isNodeMaterial ) {
|
|
18206
|
+
|
|
18207
|
+
_nodesHandler.build( material, object, parameters );
|
|
18208
|
+
|
|
18209
|
+
}
|
|
18210
|
+
|
|
18030
18211
|
material.onBeforeCompile( parameters, _this );
|
|
18031
18212
|
|
|
18032
18213
|
program = programCache.acquireProgram( parameters, programCacheKey );
|
|
@@ -18076,6 +18257,8 @@ class WebGLRenderer {
|
|
|
18076
18257
|
|
|
18077
18258
|
}
|
|
18078
18259
|
|
|
18260
|
+
materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0;
|
|
18261
|
+
|
|
18079
18262
|
materialProperties.currentProgram = program;
|
|
18080
18263
|
materialProperties.uniformsList = null;
|
|
18081
18264
|
|
|
@@ -18119,6 +18302,30 @@ class WebGLRenderer {
|
|
|
18119
18302
|
|
|
18120
18303
|
}
|
|
18121
18304
|
|
|
18305
|
+
function findLightProbeGrid( volumes, object ) {
|
|
18306
|
+
|
|
18307
|
+
if ( volumes.length === 0 ) return null;
|
|
18308
|
+
|
|
18309
|
+
if ( volumes.length === 1 ) {
|
|
18310
|
+
|
|
18311
|
+
return volumes[ 0 ].texture !== null ? volumes[ 0 ] : null;
|
|
18312
|
+
|
|
18313
|
+
}
|
|
18314
|
+
|
|
18315
|
+
objectPosition.setFromMatrixPosition( object.matrixWorld );
|
|
18316
|
+
|
|
18317
|
+
for ( let i = 0, l = volumes.length; i < l; i ++ ) {
|
|
18318
|
+
|
|
18319
|
+
const v = volumes[ i ];
|
|
18320
|
+
|
|
18321
|
+
if ( v.texture !== null && v.boundingBox.containsPoint( objectPosition ) ) return v;
|
|
18322
|
+
|
|
18323
|
+
}
|
|
18324
|
+
|
|
18325
|
+
return null;
|
|
18326
|
+
|
|
18327
|
+
}
|
|
18328
|
+
|
|
18122
18329
|
function setProgram( camera, scene, geometry, material, object ) {
|
|
18123
18330
|
|
|
18124
18331
|
if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
|
|
@@ -18127,7 +18334,7 @@ class WebGLRenderer {
|
|
|
18127
18334
|
|
|
18128
18335
|
const fog = scene.fog;
|
|
18129
18336
|
const environment = ( material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ) ? scene.environment : null;
|
|
18130
|
-
const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace :
|
|
18337
|
+
const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace );
|
|
18131
18338
|
const usePMREM = material.isMeshStandardMaterial || ( material.isMeshLambertMaterial && ! material.envMap ) || ( material.isMeshPhongMaterial && ! material.envMap );
|
|
18132
18339
|
const envMap = environments.get( material.envMap || environment, usePMREM );
|
|
18133
18340
|
const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
|
|
@@ -18283,6 +18490,10 @@ class WebGLRenderer {
|
|
|
18283
18490
|
|
|
18284
18491
|
needsProgramChange = true;
|
|
18285
18492
|
|
|
18493
|
+
} else if ( !! materialProperties.lightProbeGrid !== ( currentRenderState.state.lightProbeGridArray.length > 0 ) ) {
|
|
18494
|
+
|
|
18495
|
+
needsProgramChange = true;
|
|
18496
|
+
|
|
18286
18497
|
}
|
|
18287
18498
|
|
|
18288
18499
|
} else {
|
|
@@ -18300,6 +18511,14 @@ class WebGLRenderer {
|
|
|
18300
18511
|
|
|
18301
18512
|
program = getProgram( material, scene, object );
|
|
18302
18513
|
|
|
18514
|
+
// notify the node builder that the program has changed so uniforms and update nodes can
|
|
18515
|
+
// be cached and triggered.
|
|
18516
|
+
if ( _nodesHandler && material.isNodeMaterial ) {
|
|
18517
|
+
|
|
18518
|
+
_nodesHandler.onUpdateProgram( material, program, materialProperties );
|
|
18519
|
+
|
|
18520
|
+
}
|
|
18521
|
+
|
|
18303
18522
|
}
|
|
18304
18523
|
|
|
18305
18524
|
let refreshProgram = false;
|
|
@@ -18325,6 +18544,19 @@ class WebGLRenderer {
|
|
|
18325
18544
|
|
|
18326
18545
|
}
|
|
18327
18546
|
|
|
18547
|
+
if ( materialProperties.needsLights ) {
|
|
18548
|
+
|
|
18549
|
+
const objectVolume = findLightProbeGrid( currentRenderState.state.lightProbeGridArray, object );
|
|
18550
|
+
|
|
18551
|
+
if ( materialProperties.lightProbeGrid !== objectVolume ) {
|
|
18552
|
+
|
|
18553
|
+
materialProperties.lightProbeGrid = objectVolume;
|
|
18554
|
+
refreshMaterial = true;
|
|
18555
|
+
|
|
18556
|
+
}
|
|
18557
|
+
|
|
18558
|
+
}
|
|
18559
|
+
|
|
18328
18560
|
if ( refreshProgram || _currentCamera !== camera ) {
|
|
18329
18561
|
|
|
18330
18562
|
// common camera uniforms
|
|
@@ -18512,6 +18744,19 @@ class WebGLRenderer {
|
|
|
18512
18744
|
|
|
18513
18745
|
materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );
|
|
18514
18746
|
|
|
18747
|
+
// light probe volume
|
|
18748
|
+
|
|
18749
|
+
if ( materialProperties.needsLights && materialProperties.lightProbeGrid ) {
|
|
18750
|
+
|
|
18751
|
+
const volume = materialProperties.lightProbeGrid;
|
|
18752
|
+
|
|
18753
|
+
m_uniforms.probesSH.value = volume.texture;
|
|
18754
|
+
m_uniforms.probesMin.value.copy( volume.boundingBox.min );
|
|
18755
|
+
m_uniforms.probesMax.value.copy( volume.boundingBox.max );
|
|
18756
|
+
m_uniforms.probesResolution.value.copy( volume.resolution );
|
|
18757
|
+
|
|
18758
|
+
}
|
|
18759
|
+
|
|
18515
18760
|
WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
|
|
18516
18761
|
|
|
18517
18762
|
}
|
|
@@ -18537,7 +18782,7 @@ class WebGLRenderer {
|
|
|
18537
18782
|
|
|
18538
18783
|
// UBOs
|
|
18539
18784
|
|
|
18540
|
-
if ( material.
|
|
18785
|
+
if ( material.uniformsGroups !== undefined ) {
|
|
18541
18786
|
|
|
18542
18787
|
const groups = material.uniformsGroups;
|
|
18543
18788
|
|
|
@@ -19113,22 +19358,24 @@ class WebGLRenderer {
|
|
|
19113
19358
|
|
|
19114
19359
|
}
|
|
19115
19360
|
|
|
19116
|
-
|
|
19117
|
-
|
|
19118
|
-
|
|
19361
|
+
state.activeTexture( _gl.TEXTURE0 ); // see #33153
|
|
19362
|
+
|
|
19363
|
+
state.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
|
|
19364
|
+
state.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
|
|
19365
|
+
state.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
|
|
19119
19366
|
|
|
19120
19367
|
// used for copying data from cpu
|
|
19121
|
-
const currentUnpackRowLen =
|
|
19122
|
-
const currentUnpackImageHeight =
|
|
19123
|
-
const currentUnpackSkipPixels =
|
|
19124
|
-
const currentUnpackSkipRows =
|
|
19125
|
-
const currentUnpackSkipImages =
|
|
19126
|
-
|
|
19127
|
-
|
|
19128
|
-
|
|
19129
|
-
|
|
19130
|
-
|
|
19131
|
-
|
|
19368
|
+
const currentUnpackRowLen = state.getParameter( _gl.UNPACK_ROW_LENGTH );
|
|
19369
|
+
const currentUnpackImageHeight = state.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
|
|
19370
|
+
const currentUnpackSkipPixels = state.getParameter( _gl.UNPACK_SKIP_PIXELS );
|
|
19371
|
+
const currentUnpackSkipRows = state.getParameter( _gl.UNPACK_SKIP_ROWS );
|
|
19372
|
+
const currentUnpackSkipImages = state.getParameter( _gl.UNPACK_SKIP_IMAGES );
|
|
19373
|
+
|
|
19374
|
+
state.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
|
|
19375
|
+
state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
|
|
19376
|
+
state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
|
|
19377
|
+
state.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
|
|
19378
|
+
state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );
|
|
19132
19379
|
|
|
19133
19380
|
// set up the src texture
|
|
19134
19381
|
const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
|
|
@@ -19254,11 +19501,11 @@ class WebGLRenderer {
|
|
|
19254
19501
|
}
|
|
19255
19502
|
|
|
19256
19503
|
// reset values
|
|
19257
|
-
|
|
19258
|
-
|
|
19259
|
-
|
|
19260
|
-
|
|
19261
|
-
|
|
19504
|
+
state.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
|
|
19505
|
+
state.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
|
|
19506
|
+
state.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
|
|
19507
|
+
state.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
|
|
19508
|
+
state.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
|
|
19262
19509
|
|
|
19263
19510
|
// Generate mipmaps only when copying level 0
|
|
19264
19511
|
if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
|
|
@@ -19381,4 +19628,4 @@ class WebGLRenderer {
|
|
|
19381
19628
|
|
|
19382
19629
|
}
|
|
19383
19630
|
|
|
19384
|
-
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, CylindricalMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping,
|
|
19631
|
+
export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, ArrayCamera, BackSide, BoxGeometry, BufferAttribute, BufferGeometry, ByteType, CineonToneMapping, ClampToEdgeWrapping, Color, ColorManagement, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeDepthTexture, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeUVReflectionMapping, CullFaceBack, CullFaceFront, CullFaceNone, CustomBlending, CustomToneMapping, CylindricalMapping, Data3DTexture, DataArrayTexture, DataTexture, DepthFormat, DepthStencilFormat, DepthTexture, DoubleSide, DstAlphaFactor, DstColorFactor, EqualCompare, EqualDepth, EquirectangularReflectionMapping, EquirectangularRefractionMapping, EventDispatcher, ExternalTexture, Float32BufferAttribute, FloatType, FrontSide, Frustum, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, HalfFloatType, IntType, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LinearFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NoBlending, NoColorSpace, NoToneMapping, NormalBlending, NotEqualCompare, NotEqualDepth, ObjectSpaceNormalMap, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, PerspectiveCamera, Plane, PlaneGeometry, R11_EAC_Format, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RG11_EAC_Format, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReverseSubtractEquation, SIGNED_R11_EAC_Format, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SIGNED_RG11_EAC_Format, SRGBColorSpace, SRGBTransfer, ShaderChunk, ShaderLib, ShaderMaterial, ShortType, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, SubtractEquation, SubtractiveBlending, TangentSpaceNormalMap, Texture, TriPlanarMapping, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt101111Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebXRController, ZeroFactor, createCanvasElement, error, log, warn, warnOnce };
|