@shapediver/viewer.rendering-engine.rendering-engine-threejs 3.0.0
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/LICENSE +73 -0
- package/README.md +3 -0
- package/dist/RenderingEngine.d.ts +296 -0
- package/dist/RenderingEngine.d.ts.map +1 -0
- package/dist/RenderingEngine.js +1079 -0
- package/dist/RenderingEngine.js.map +1 -0
- package/dist/index.d.ts +12 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +47 -0
- package/dist/index.js.map +1 -0
- package/dist/injectors/Tag3dGeometryCreationInjector.d.ts +11 -0
- package/dist/injectors/Tag3dGeometryCreationInjector.d.ts.map +1 -0
- package/dist/injectors/Tag3dGeometryCreationInjector.js +169 -0
- package/dist/injectors/Tag3dGeometryCreationInjector.js.map +1 -0
- package/dist/injectors/TextureUnifierInjector.d.ts +14 -0
- package/dist/injectors/TextureUnifierInjector.d.ts.map +1 -0
- package/dist/injectors/TextureUnifierInjector.js +227 -0
- package/dist/injectors/TextureUnifierInjector.js.map +1 -0
- package/dist/interfaces/ILoader.d.ts +4 -0
- package/dist/interfaces/ILoader.d.ts.map +1 -0
- package/dist/interfaces/ILoader.js +3 -0
- package/dist/interfaces/ILoader.js.map +1 -0
- package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts +307 -0
- package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts.map +1 -0
- package/dist/interfaces/IPostProcessingEffectDefinitions.js +31 -0
- package/dist/interfaces/IPostProcessingEffectDefinitions.js.map +1 -0
- package/dist/interfaces/IRenderingEngine.d.ts +43 -0
- package/dist/interfaces/IRenderingEngine.d.ts.map +1 -0
- package/dist/interfaces/IRenderingEngine.js +3 -0
- package/dist/interfaces/IRenderingEngine.js.map +1 -0
- package/dist/loaders/EnvironmentMapLoader.d.ts +98 -0
- package/dist/loaders/EnvironmentMapLoader.d.ts.map +1 -0
- package/dist/loaders/EnvironmentMapLoader.js +348 -0
- package/dist/loaders/EnvironmentMapLoader.js.map +1 -0
- package/dist/loaders/GeometryLoader.d.ts +38 -0
- package/dist/loaders/GeometryLoader.d.ts.map +1 -0
- package/dist/loaders/GeometryLoader.js +505 -0
- package/dist/loaders/GeometryLoader.js.map +1 -0
- package/dist/loaders/HTMLElementAnchorLoader.d.ts +17 -0
- package/dist/loaders/HTMLElementAnchorLoader.d.ts.map +1 -0
- package/dist/loaders/HTMLElementAnchorLoader.js +84 -0
- package/dist/loaders/HTMLElementAnchorLoader.js.map +1 -0
- package/dist/loaders/LightLoader.d.ts +19 -0
- package/dist/loaders/LightLoader.d.ts.map +1 -0
- package/dist/loaders/LightLoader.js +152 -0
- package/dist/loaders/LightLoader.js.map +1 -0
- package/dist/loaders/MaterialLoader.d.ts +99 -0
- package/dist/loaders/MaterialLoader.d.ts.map +1 -0
- package/dist/loaders/MaterialLoader.js +1175 -0
- package/dist/loaders/MaterialLoader.js.map +1 -0
- package/dist/managers/CameraManager.d.ts +20 -0
- package/dist/managers/CameraManager.d.ts.map +1 -0
- package/dist/managers/CameraManager.js +195 -0
- package/dist/managers/CameraManager.js.map +1 -0
- package/dist/managers/EnvironmentGeometryManager.d.ts +43 -0
- package/dist/managers/EnvironmentGeometryManager.d.ts.map +1 -0
- package/dist/managers/EnvironmentGeometryManager.js +210 -0
- package/dist/managers/EnvironmentGeometryManager.js.map +1 -0
- package/dist/managers/PostProcessingManager.d.ts +1014 -0
- package/dist/managers/PostProcessingManager.d.ts.map +1 -0
- package/dist/managers/PostProcessingManager.js +1013 -0
- package/dist/managers/PostProcessingManager.js.map +1 -0
- package/dist/managers/RenderingManager.d.ts +83 -0
- package/dist/managers/RenderingManager.d.ts.map +1 -0
- package/dist/managers/RenderingManager.js +567 -0
- package/dist/managers/RenderingManager.js.map +1 -0
- package/dist/managers/SceneTracingManager.d.ts +26 -0
- package/dist/managers/SceneTracingManager.d.ts.map +1 -0
- package/dist/managers/SceneTracingManager.js +122 -0
- package/dist/managers/SceneTracingManager.js.map +1 -0
- package/dist/managers/SceneTreeManager.d.ts +55 -0
- package/dist/managers/SceneTreeManager.d.ts.map +1 -0
- package/dist/managers/SceneTreeManager.js +501 -0
- package/dist/managers/SceneTreeManager.js.map +1 -0
- package/dist/managers/postprocessing/GodRaysManager.d.ts +13 -0
- package/dist/managers/postprocessing/GodRaysManager.d.ts.map +1 -0
- package/dist/managers/postprocessing/GodRaysManager.js +64 -0
- package/dist/managers/postprocessing/GodRaysManager.js.map +1 -0
- package/dist/managers/postprocessing/OutlineManager.d.ts +15 -0
- package/dist/managers/postprocessing/OutlineManager.d.ts.map +1 -0
- package/dist/managers/postprocessing/OutlineManager.js +67 -0
- package/dist/managers/postprocessing/OutlineManager.js.map +1 -0
- package/dist/managers/postprocessing/SSAARenderPass.d.ts +54 -0
- package/dist/managers/postprocessing/SSAARenderPass.d.ts.map +1 -0
- package/dist/managers/postprocessing/SSAARenderPass.js +234 -0
- package/dist/managers/postprocessing/SSAARenderPass.js.map +1 -0
- package/dist/managers/postprocessing/SelectiveBloomManager.d.ts +15 -0
- package/dist/managers/postprocessing/SelectiveBloomManager.d.ts.map +1 -0
- package/dist/managers/postprocessing/SelectiveBloomManager.js +67 -0
- package/dist/managers/postprocessing/SelectiveBloomManager.js.map +1 -0
- package/dist/managers/postprocessing/ao/ao/AOEffect.d.ts +47 -0
- package/dist/managers/postprocessing/ao/ao/AOEffect.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/ao/AOEffect.js +134 -0
- package/dist/managers/postprocessing/ao/ao/AOEffect.js.map +1 -0
- package/dist/managers/postprocessing/ao/ao/AOPass.d.ts +13 -0
- package/dist/managers/postprocessing/ao/ao/AOPass.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/ao/AOPass.js +78 -0
- package/dist/managers/postprocessing/ao/ao/AOPass.js.map +1 -0
- package/dist/managers/postprocessing/ao/ao/shader/ao_compose.d.ts +2 -0
- package/dist/managers/postprocessing/ao/ao/shader/ao_compose.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/ao/shader/ao_compose.js +23 -0
- package/dist/managers/postprocessing/ao/ao/shader/ao_compose.js.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/HBAOEffect.d.ts +15 -0
- package/dist/managers/postprocessing/ao/hbao/HBAOEffect.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/HBAOEffect.js +25 -0
- package/dist/managers/postprocessing/ao/hbao/HBAOEffect.js.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao.d.ts +2 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao.js +102 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao.js.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts +2 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js +99 -0
- package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js.map +1 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.d.ts +37 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.js +171 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.js.map +1 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.d.ts +2 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.js +131 -0
- package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.js.map +1 -0
- package/dist/managers/postprocessing/ao/ssao/SSAOEffect.d.ts +15 -0
- package/dist/managers/postprocessing/ao/ssao/SSAOEffect.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/ssao/SSAOEffect.js +76 -0
- package/dist/managers/postprocessing/ao/ssao/SSAOEffect.js.map +1 -0
- package/dist/managers/postprocessing/ao/ssao/shader/ssao.d.ts +2 -0
- package/dist/managers/postprocessing/ao/ssao/shader/ssao.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/ssao/shader/ssao.js +134 -0
- package/dist/managers/postprocessing/ao/ssao/shader/ssao.js.map +1 -0
- package/dist/managers/postprocessing/ao/utils/shader/basic.d.ts +2 -0
- package/dist/managers/postprocessing/ao/utils/shader/basic.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/utils/shader/basic.js +12 -0
- package/dist/managers/postprocessing/ao/utils/shader/basic.js.map +1 -0
- package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.d.ts +2 -0
- package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.d.ts.map +1 -0
- package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.js +42 -0
- package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.js.map +1 -0
- package/dist/managers/postprocessing/utils/CopyMaterial.d.ts +38 -0
- package/dist/managers/postprocessing/utils/CopyMaterial.d.ts.map +1 -0
- package/dist/managers/postprocessing/utils/CopyMaterial.js +106 -0
- package/dist/managers/postprocessing/utils/CopyMaterial.js.map +1 -0
- package/dist/managers/postprocessing/utils/CopyShader.d.ts +14 -0
- package/dist/managers/postprocessing/utils/CopyShader.d.ts.map +1 -0
- package/dist/managers/postprocessing/utils/CopyShader.js +36 -0
- package/dist/managers/postprocessing/utils/CopyShader.js.map +1 -0
- package/dist/managers/postprocessing/utils/FullScreenQuad.d.ts +10 -0
- package/dist/managers/postprocessing/utils/FullScreenQuad.d.ts.map +1 -0
- package/dist/managers/postprocessing/utils/FullScreenQuad.js +29 -0
- package/dist/managers/postprocessing/utils/FullScreenQuad.js.map +1 -0
- package/dist/managers/postprocessing/utils/NormalPass.d.ts +88 -0
- package/dist/managers/postprocessing/utils/NormalPass.d.ts.map +1 -0
- package/dist/managers/postprocessing/utils/NormalPass.js +157 -0
- package/dist/managers/postprocessing/utils/NormalPass.js.map +1 -0
- package/dist/managers/postprocessing/utils/RenderPass.d.ts +115 -0
- package/dist/managers/postprocessing/utils/RenderPass.d.ts.map +1 -0
- package/dist/managers/postprocessing/utils/RenderPass.js +251 -0
- package/dist/managers/postprocessing/utils/RenderPass.js.map +1 -0
- package/dist/materials/GemMaterial.d.ts +38 -0
- package/dist/materials/GemMaterial.d.ts.map +1 -0
- package/dist/materials/GemMaterial.js +253 -0
- package/dist/materials/GemMaterial.js.map +1 -0
- package/dist/materials/MeshUnlitMaterialParameters.d.ts +4 -0
- package/dist/materials/MeshUnlitMaterialParameters.d.ts.map +1 -0
- package/dist/materials/MeshUnlitMaterialParameters.js +3 -0
- package/dist/materials/MeshUnlitMaterialParameters.js.map +1 -0
- package/dist/materials/MultiPointsMaterial.d.ts +94 -0
- package/dist/materials/MultiPointsMaterial.d.ts.map +1 -0
- package/dist/materials/MultiPointsMaterial.js +567 -0
- package/dist/materials/MultiPointsMaterial.js.map +1 -0
- package/dist/materials/SpecularGlossinessMaterial.d.ts +14 -0
- package/dist/materials/SpecularGlossinessMaterial.d.ts.map +1 -0
- package/dist/materials/SpecularGlossinessMaterial.js +162 -0
- package/dist/materials/SpecularGlossinessMaterial.js.map +1 -0
- package/dist/objects/SDBone.d.ts +13 -0
- package/dist/objects/SDBone.d.ts.map +1 -0
- package/dist/objects/SDBone.js +75 -0
- package/dist/objects/SDBone.js.map +1 -0
- package/dist/objects/SDColor.d.ts +17 -0
- package/dist/objects/SDColor.d.ts.map +1 -0
- package/dist/objects/SDColor.js +49 -0
- package/dist/objects/SDColor.js.map +1 -0
- package/dist/objects/SDData.d.ts +19 -0
- package/dist/objects/SDData.d.ts.map +1 -0
- package/dist/objects/SDData.js +48 -0
- package/dist/objects/SDData.js.map +1 -0
- package/dist/objects/SDObject.d.ts +14 -0
- package/dist/objects/SDObject.d.ts.map +1 -0
- package/dist/objects/SDObject.js +81 -0
- package/dist/objects/SDObject.js.map +1 -0
- package/dist/shaders/PCSS.d.ts +3 -0
- package/dist/shaders/PCSS.d.ts.map +1 -0
- package/dist/shaders/PCSS.js +127 -0
- package/dist/shaders/PCSS.js.map +1 -0
- package/dist/shaders/gem.d.ts +3 -0
- package/dist/shaders/gem.d.ts.map +1 -0
- package/dist/shaders/gem.js +578 -0
- package/dist/shaders/gem.js.map +1 -0
- package/dist/shaders/multi_points.d.ts +3 -0
- package/dist/shaders/multi_points.d.ts.map +1 -0
- package/dist/shaders/multi_points.js +294 -0
- package/dist/shaders/multi_points.js.map +1 -0
- package/dist/styling/viewport-css.d.ts +2 -0
- package/dist/styling/viewport-css.d.ts.map +1 -0
- package/dist/styling/viewport-css.js +117 -0
- package/dist/styling/viewport-css.js.map +1 -0
- package/dist/three/font.d.ts +2365 -0
- package/dist/three/font.d.ts.map +1 -0
- package/dist/three/font.js +6 -0
- package/dist/three/font.js.map +1 -0
- package/dist/three/geometries/TextGeometry.d.ts +22 -0
- package/dist/three/geometries/TextGeometry.d.ts.map +1 -0
- package/dist/three/geometries/TextGeometry.js +45 -0
- package/dist/three/geometries/TextGeometry.js.map +1 -0
- package/dist/three/loaders/FontLoader.d.ts +15 -0
- package/dist/three/loaders/FontLoader.d.ts.map +1 -0
- package/dist/three/loaders/FontLoader.js +118 -0
- package/dist/three/loaders/FontLoader.js.map +1 -0
- package/dist/three/loaders/RGBELoader.d.ts +24 -0
- package/dist/three/loaders/RGBELoader.d.ts.map +1 -0
- package/dist/three/loaders/RGBELoader.js +299 -0
- package/dist/three/loaders/RGBELoader.js.map +1 -0
- package/dist/types/IThreejsData.d.ts +7 -0
- package/dist/types/IThreejsData.d.ts.map +1 -0
- package/dist/types/IThreejsData.js +3 -0
- package/dist/types/IThreejsData.js.map +1 -0
- package/dist/types/ThreejsData.d.ts +11 -0
- package/dist/types/ThreejsData.d.ts.map +1 -0
- package/dist/types/ThreejsData.js +42 -0
- package/dist/types/ThreejsData.js.map +1 -0
- package/package.json +65 -0
- package/src/RenderingEngine.ts +1342 -0
- package/src/index.ts +23 -0
- package/src/injectors/Tag3dGeometryCreationInjector.ts +170 -0
- package/src/injectors/TextureUnifierInjector.ts +224 -0
- package/src/interfaces/ILoader.ts +3 -0
- package/src/interfaces/IPostProcessingEffectDefinitions.ts +402 -0
- package/src/interfaces/IRenderingEngine.ts +48 -0
- package/src/loaders/EnvironmentMapLoader.ts +355 -0
- package/src/loaders/GeometryLoader.ts +565 -0
- package/src/loaders/HTMLElementAnchorLoader.ts +107 -0
- package/src/loaders/LightLoader.ts +171 -0
- package/src/loaders/MaterialLoader.ts +1418 -0
- package/src/managers/CameraManager.ts +178 -0
- package/src/managers/EnvironmentGeometryManager.ts +224 -0
- package/src/managers/PostProcessingManager.ts +1169 -0
- package/src/managers/RenderingManager.ts +657 -0
- package/src/managers/SceneTracingManager.ts +120 -0
- package/src/managers/SceneTreeManager.ts +569 -0
- package/src/managers/postprocessing/GodRaysManager.ts +52 -0
- package/src/managers/postprocessing/OutlineManager.ts +58 -0
- package/src/managers/postprocessing/SSAARenderPass.ts +339 -0
- package/src/managers/postprocessing/SelectiveBloomManager.ts +58 -0
- package/src/managers/postprocessing/ao/ao/AOEffect.ts +180 -0
- package/src/managers/postprocessing/ao/ao/AOPass.ts +128 -0
- package/src/managers/postprocessing/ao/ao/shader/ao_compose.glsl +17 -0
- package/src/managers/postprocessing/ao/ao/shader/ao_compose.ts +19 -0
- package/src/managers/postprocessing/ao/hbao/HBAOEffect.ts +41 -0
- package/src/managers/postprocessing/ao/hbao/shader/hbao.glsl +96 -0
- package/src/managers/postprocessing/ao/hbao/shader/hbao.ts +98 -0
- package/src/managers/postprocessing/ao/hbao/shader/hbao_utils.glsl +92 -0
- package/src/managers/postprocessing/ao/hbao/shader/hbao_utils.ts +95 -0
- package/src/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.ts +245 -0
- package/src/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.glsl +125 -0
- package/src/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.ts +127 -0
- package/src/managers/postprocessing/ao/ssao/SSAOEffect.ts +106 -0
- package/src/managers/postprocessing/ao/ssao/shader/ssao.glsl +128 -0
- package/src/managers/postprocessing/ao/ssao/shader/ssao.ts +130 -0
- package/src/managers/postprocessing/ao/utils/shader/basic.glsl +6 -0
- package/src/managers/postprocessing/ao/utils/shader/basic.ts +8 -0
- package/src/managers/postprocessing/ao/utils/shader/sampleBlueNoise.glsl +36 -0
- package/src/managers/postprocessing/ao/utils/shader/sampleBlueNoise.ts +38 -0
- package/src/managers/postprocessing/utils/CopyMaterial.ts +130 -0
- package/src/managers/postprocessing/utils/CopyShader.ts +39 -0
- package/src/managers/postprocessing/utils/FullScreenQuad.ts +47 -0
- package/src/managers/postprocessing/utils/NormalPass.ts +222 -0
- package/src/managers/postprocessing/utils/RenderPass.ts +366 -0
- package/src/materials/GemMaterial.ts +268 -0
- package/src/materials/MeshUnlitMaterialParameters.ts +4 -0
- package/src/materials/MultiPointsMaterial.ts +646 -0
- package/src/materials/SpecularGlossinessMaterial.ts +182 -0
- package/src/objects/SDBone.ts +51 -0
- package/src/objects/SDColor.ts +54 -0
- package/src/objects/SDData.ts +44 -0
- package/src/objects/SDObject.ts +58 -0
- package/src/shaders/PCSS.ts +124 -0
- package/src/shaders/gem.ts +575 -0
- package/src/shaders/gem_frag.glsl +517 -0
- package/src/shaders/gem_vert.glsl +53 -0
- package/src/shaders/multi_points.ts +291 -0
- package/src/shaders/multi_points_frag.glsl +166 -0
- package/src/shaders/multi_points_vert.glsl +120 -0
- package/src/styling/viewport-css.ts +113 -0
- package/src/styling/viewport.css +111 -0
- package/src/three/font.ts +2 -0
- package/src/three/geometries/TextGeometry.ts +58 -0
- package/src/three/loaders/FontLoader.ts +205 -0
- package/src/three/loaders/RGBELoader.ts +496 -0
- package/src/types/IThreejsData.ts +16 -0
- package/src/types/ThreejsData.ts +43 -0
- package/tsconfig.json +20 -0
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.entry = exports.main = void 0;
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exports.main = `
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uniform float lightSizeUV;
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uniform float blending;
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#ifdef SHADOWMAP_TYPE_PCF
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#define NEAR_PLANE 0.1
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#define NUM_RINGS 11
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vec2 poissonDisk[NUM_SAMPLES];
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void initPoissonSamples( const in vec2 randomSeed ) {
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float ANGLE_STEP = PI2 * float(NUM_RINGS) / float(NUM_SAMPLES);
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}
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}
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float penumbraSize( const in float zReceiver, const in float zBlocker ) { // Parallel plane estimation
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}
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float findBlocker(sampler2D shadowMap, const in vec2 uv, const in float zReceiver ) {
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// This uses similar triangles to compute what
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// area of the shadow map we should search
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float searchRadius = lightSizeUV * (zReceiver - NEAR_PLANE) / zReceiver;
|
|
41
|
+
float blockerDepthSum = 0.0;
|
|
42
|
+
int numBlockers = 0;
|
|
43
|
+
|
|
44
|
+
for (int i = 0; i < int(NUM_SAMPLES); i++ ) {
|
|
45
|
+
float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
|
|
46
|
+
if (shadowMapDepth < zReceiver) {
|
|
47
|
+
blockerDepthSum += shadowMapDepth;
|
|
48
|
+
numBlockers++;
|
|
49
|
+
}
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
if (numBlockers == 0) return -1.0;
|
|
53
|
+
|
|
54
|
+
return blockerDepthSum / float(numBlockers);
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius) {
|
|
58
|
+
float sum = 0.0;
|
|
59
|
+
for (int i = 0; i < int(NUM_SAMPLES); i++ ) {
|
|
60
|
+
float depth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * filterRadius));
|
|
61
|
+
if (zReceiver <= depth) sum += 1.0;
|
|
62
|
+
}
|
|
63
|
+
for (int i = 0; i < int(NUM_SAMPLES); i++ ) {
|
|
64
|
+
float depth = unpackRGBAToDepth(texture2D(shadowMap, uv + -poissonDisk[i].yx * filterRadius));
|
|
65
|
+
if (zReceiver <= depth) sum += 1.0;
|
|
66
|
+
}
|
|
67
|
+
return sum / (2.0 * float(NUM_SAMPLES));
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
float PCSS(sampler2D shadowMap, vec4 coords) {
|
|
71
|
+
vec2 uv = coords.xy;
|
|
72
|
+
float zReceiver = coords.z; // Assumed to be eye-space z in this code
|
|
73
|
+
|
|
74
|
+
initPoissonSamples(uv);
|
|
75
|
+
// STEP 1: blocker search
|
|
76
|
+
float avgBlockerDepth = findBlocker(shadowMap, uv, zReceiver);
|
|
77
|
+
|
|
78
|
+
//There are no occluders so early out (this saves filtering)
|
|
79
|
+
if (avgBlockerDepth == -1.0) return 1.0;
|
|
80
|
+
|
|
81
|
+
// STEP 2: penumbra size
|
|
82
|
+
float penumbraRatio = penumbraSize(zReceiver, avgBlockerDepth);
|
|
83
|
+
float filterRadius = penumbraRatio * lightSizeUV * NEAR_PLANE / zReceiver;
|
|
84
|
+
|
|
85
|
+
// STEP 3: filtering
|
|
86
|
+
//return avgBlockerDepth;
|
|
87
|
+
return PCF_Filter(shadowMap, uv, zReceiver, filterRadius);
|
|
88
|
+
}
|
|
89
|
+
#endif
|
|
90
|
+
`;
|
|
91
|
+
exports.entry = `
|
|
92
|
+
// PCSS implementation
|
|
93
|
+
vec2 texelSize = vec2( 1.0 ) / shadowMapSize;
|
|
94
|
+
float dx = texelSize.x;
|
|
95
|
+
float dy = texelSize.y;
|
|
96
|
+
vec2 uv = shadowCoord.xy;
|
|
97
|
+
vec2 f = fract( uv * shadowMapSize + 0.5 );
|
|
98
|
+
uv -= f * texelSize;
|
|
99
|
+
float shadow1 = (
|
|
100
|
+
texture2DCompare( shadowMap, uv, shadowCoord.z ) +
|
|
101
|
+
texture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +
|
|
102
|
+
texture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +
|
|
103
|
+
texture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +
|
|
104
|
+
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),
|
|
105
|
+
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),
|
|
106
|
+
f.x ) +
|
|
107
|
+
mix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),
|
|
108
|
+
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),
|
|
109
|
+
f.x ) +
|
|
110
|
+
mix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),
|
|
111
|
+
texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),
|
|
112
|
+
f.y ) +
|
|
113
|
+
mix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),
|
|
114
|
+
texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),
|
|
115
|
+
f.y ) +
|
|
116
|
+
mix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),
|
|
117
|
+
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),
|
|
118
|
+
f.x ),
|
|
119
|
+
mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),
|
|
120
|
+
texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),
|
|
121
|
+
f.x ),
|
|
122
|
+
f.y )
|
|
123
|
+
) * ( 1.0 / 9.0 );
|
|
124
|
+
float shadow2 = PCSS( shadowMap, shadowCoord );
|
|
125
|
+
shadow = shadow1 * (1.0 - blending) + blending * shadow2;
|
|
126
|
+
`;
|
|
127
|
+
//# sourceMappingURL=PCSS.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"PCSS.js","sourceRoot":"","sources":["../../src/shaders/PCSS.ts"],"names":[],"mappings":";;;AAAa,QAAA,IAAI,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsFnB,CAAC;AAEW,QAAA,KAAK,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;aAmCR,CAAA"}
|
|
@@ -0,0 +1,3 @@
|
|
|
1
|
+
export declare const vert = "\n#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\n// CUSTOM START\nvarying vec3 frag_position;\nvarying vec3 frag_normal;\n// CUSTOM END\n\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n #ifdef USE_TRANSMISSION\n vWorldPosition = worldPosition.xyz;\n #endif\n\n // CUSTOM START\n frag_position = position;\n frag_normal = objectNormal;\n // CUSTOM END\n}\n";
|
|
2
|
+
export declare const frag = "\n#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define SPECULAR\n#endif\n\n// CUSTOM START\n#ifdef USE_IMPURITYMAP\n\tuniform sampler2D impurityMap;\n#endif\n// CUSTOM END\n\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULARINTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n\t#ifdef USE_SPECULARCOLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEENCOLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEENROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\n\n\n// CUSTOM START\n\nvarying vec4 initialPosition;\nvarying vec3 initialNormal;\n\nvarying vec3 frag_position;\nvarying vec3 frag_normal;\n\nuniform vec3 center;\nuniform float radius;\nuniform samplerCube sphericalNormalMap;\nuniform mat3 normalMatrix;\nuniform mat4 modelMatrix;\n\nuniform float impurityScale;\nuniform vec3 colorTransferBegin;\nuniform vec3 colorTransferEnd;\nuniform float refractionIndex;\nuniform float gamma;\nuniform float contrast;\nuniform float brightness;\nuniform float dispersion;\nuniform float tracingOpacity;\n\n\nvec3 getIBLRadianceVariation( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t// Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.\n\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\treturn min(envMapColor.rgb * envMapIntensity, vec3(1.0));\n\t#else\n\t\treturn vec3( 0.0 );\n\t#endif\n}\n\nvec3 calculateReflectedLight(vec3 position, vec3 normal, vec3 viewDir, PhysicalMaterial material, int depth) {\n\t\n\tGeometricContext currentGeometry;\n\tcurrentGeometry.position = (modelMatrix * vec4(position, 1.0)).xyz;\n\n\tmat3 normalMatrix;\n\tnormalMatrix[0] = normalize(modelMatrix[0].xyz);\n\tnormalMatrix[1] = normalize(modelMatrix[1].xyz);\n\tnormalMatrix[2] = normalize(modelMatrix[2].xyz);\n\t\n\t// Calculate the normal vector in world space\n\tcurrentGeometry.normal = normalize(normalMatrix * normal);\n\t\n\t// Calculate the view direction vector in world space\n\tcurrentGeometry.viewDir = normalize(normalMatrix * -viewDir);\n\n #ifdef USE_CLEARCOAT\n currentGeometry.clearcoatNormal = clearcoatNormal;\n #endif\n\n\tReflectedLight rLight;\n\tIncidentLight dLight;\n\n\tfloat temp = material.roughness;\n\tmaterial.roughness = 0.5;\n\n\t#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\n\t\tPointLight pointLight;\n #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n PointLightShadow pointLightShadow;\n #endif\n\n\t #pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\t\tpointLight = pointLights[ i ];\n getPointLightInfo( pointLight, currentGeometry, dLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n pointLightShadow = pointLightShadows[ i ];\n dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n #endif\n\t\t RE_Direct( dLight, currentGeometry, material, rLight );\n\t\t}\n #pragma unroll_loop_end\n\t#endif\n\t#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n SpotLightShadow spotLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n getSpotLightInfo( spotLight, currentGeometry, dLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n spotLightShadow = spotLightShadows[ i ];\n dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( dLight, currentGeometry, material, rLight );\n }\n #pragma unroll_loop_end\n\t#endif\n\n #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n DirectionalLightShadow directionalLightShadow;\n #endif\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n getDirectionalLightInfo( directionalLight, currentGeometry, dLight );\n #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n directionalLightShadow = directionalLightShadows[ i ];\n dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( dLight, currentGeometry, material, rLight );\n }\n #pragma unroll_loop_end\n #endif\n\tmaterial.roughness = temp;\n\t\n #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n RectAreaLight rectAreaLight;\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n rectAreaLight = rectAreaLights[ i ];\n RE_Direct_RectArea( rectAreaLight, currentGeometry, material, rLight );\n }\n #pragma unroll_loop_end\n #endif\n #if defined( RE_IndirectDiffuse )\n vec3 iblIrradiance = vec3( 0.0 );\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n irradiance += getLightProbeIrradiance( lightProbe, currentGeometry.normal );\n #if ( NUM_HEMI_LIGHTS > 0 )\n #pragma unroll_loop_start\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], currentGeometry.normal );\n }\n #pragma unroll_loop_end\n #endif\n #endif\n #if defined( RE_IndirectSpecular )\n vec3 radiance = vec3( 0.0 );\n vec3 clearcoatRadiance = vec3( 0.0 );\n #endif\n\n\n #if defined( RE_IndirectDiffuse )\n #ifdef USE_LIGHTMAP\n vec4 lightMapTexel = texture2D( lightMap, vUv2 );\n vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n irradiance += lightMapIrradiance;\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n iblIrradiance += getIBLIrradiance( currentGeometry.normal );\n #endif\n #endif\n #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n radiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.normal, material.roughness );\n #ifdef USE_CLEARCOAT\n clearcoatRadiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.clearcoatNormal, material.clearcoatRoughness );\n #endif\n #endif\n\n #if defined( RE_IndirectDiffuse )\n RE_IndirectDiffuse( irradiance, currentGeometry, material, rLight );\n #endif\n #if defined( RE_IndirectSpecular )\n RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, currentGeometry, material, rLight );\n #endif\n\n\tif(depth >= 0) {\n\t\tfloat frac = float(depth) / float(TRACING_DEPTH);\n\t\tvec3 colorTransfer = (1.0-frac) * colorTransferBegin + frac * colorTransferEnd;\n\t\trLight.indirectSpecular *= colorTransfer;\n\t\trLight.directSpecular *= colorTransfer;\n\t}\n\n\tvec3 color = rLight.indirectSpecular + rLight.directSpecular + rLight.indirectDiffuse + rLight.directDiffuse;\n\n\t// gamma\n\tcolor = pow(color, vec3(1.0/gamma)); \n\n\t// contrast\n\tcolor.rgb = ((color.rgb - 0.5) * max(contrast, 0.0)) + 0.5; \n\n\t// brightness\n\tcolor.r = min(max(color.r + brightness, 0.0), 1.0);\n\tcolor.g = min(max(color.g + brightness, 0.0), 1.0);\n\tcolor.b = min(max(color.b + brightness, 0.0), 1.0);\n\n\treturn color;\n}\n\nvec3 normalLookUp(vec3 dir) {\n\tvec4 s = textureCube(sphericalNormalMap, dir);\n\tif(s.a < 1.0/256.0) {\n\t\treturn normalize(vec3(-s.x, -s.y, -s.z));\n\t} else if(s.a < 3.0/256.0) {\n\t\treturn normalize(vec3(-s.x, -s.y, s.z));\n\t} else if(s.a < 5.0/256.0) {\n\t\treturn normalize(vec3(-s.x, s.y, -s.z));\n\t} else if(s.a < 7.0/256.0) {\n\t\treturn normalize(vec3(s.x, -s.y, -s.z));\n\t} else if(s.a < 9.0/256.0) {\n\t\treturn normalize(vec3(-s.x, s.y, s.z));\n\t} else if(s.a < 11.0/256.0) {\n\t\treturn normalize(vec3(s.x, -s.y, s.z));\n\t} else if(s.a < 13.0/256.0) {\n\t\treturn normalize(vec3(s.x, s.y, -s.z));\n\t} else {\n\t\treturn normalize(s.xyz);\n\t}\n}\n\n#ifdef USE_IMPURITYMAP\n\tfloat impurityLookUp(vec3 dir) {\n\t\tvec3 c = textureCube(impurityMap, dir.xy).rgb;\n\t\treturn (c.x + c.y + c.z) / 3.0;\n\t}\n#endif\n\nvec3 raySphereIntersection(vec3 o, vec3 d) {\n\n\tvec3 oc = o - center;\n float a = dot(d, d);\n float b = 2.0 * dot(oc, d);\n float c = dot(oc,oc) - radius*radius;\n float discriminant = b*b - 4.0*a*c;\n if(discriminant < 0.0){\n return vec3(0.0);\n }\n else{\n return o +( (-b + sqrt(discriminant)) / (2.0*a)) * d;\n }\n}\n\nvec3 hueToSaturatedColor(float hue) {\n float r,g,b;\n if (hue < 0.25){\n\t\tfloat t = 1.0 - (hue / 0.25);\n r = 1.0;\n g = 1.0;\n b = t; \n\t} else if (hue < 0.5){\n \tfloat t = 1.0 - (hue - 0.25 / 0.25);\n\t\tr = 1.0;\n g = t;\n b = 0.0;\n\t} else if (hue < 0.75){\n \tfloat t = 1.0 - (hue - 0.5 / 0.25);\n\t\tr = t;\n g = 0.0;\n b = 1.0 - t;\n } else {\n \tfloat t = hue - 0.75 / 0.25;\n r = t;\n g = t;\n b = 1.0;\n }\n return vec3(r, g, b) / 0.5 + 0.5;\n}\n// CUSTOM END\n\nvoid main() { \n // CUSTOM START\n vec3 frag_normal_normalized = frag_normal;\n // CUSTOM END\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;\n\t#endif\n\t#include <output_fragment>\n\n // CUSTOM START\n\t\n // Extract the translation part of the model matrix\n\tvec3 translation = modelMatrix[3].xyz;\n\n\t// Extract the rotation part of the model matrix (3x3 upper-left submatrix)\n\tmat3 rotationMatrix = mat3(modelMatrix);\n\n\t// Calculate the inverse of the rotation matrix (transpose since it's orthogonal)\n\tmat3 inverseRotationMatrix;\n\tinverseRotationMatrix[0] = vec3(rotationMatrix[0].x, rotationMatrix[1].x, rotationMatrix[2].x);\n\tinverseRotationMatrix[1] = vec3(rotationMatrix[0].y, rotationMatrix[1].y, rotationMatrix[2].y);\n\tinverseRotationMatrix[2] = vec3(rotationMatrix[0].z, rotationMatrix[1].z, rotationMatrix[2].z);\n\n\t// Calculate the camera position in model space\n\tvec3 cameraPositionInModelSpace = inverseRotationMatrix * (cameraPosition - translation);\n\n\t// Calculate the initial direction\n\tvec3 initialDirection = normalize(frag_position.xyz - cameraPositionInModelSpace);\n\n\tvec4 outgoingLight2;\n\tfloat r_0 = (1.0-refractionIndex)/(1.0+refractionIndex);\n\tr_0 = r_0*r_0;\n\n\tfloat cos_theta_0 = -dot(initialDirection, frag_normal_normalized);\n\tfloat r_0_outside = (refractionIndex-1.0)/(refractionIndex+1.0);\n\tr_0_outside = r_0_outside*r_0_outside;\n\tfloat initialProbability = r_0_outside + (1.0 - r_0_outside)*pow(1.0 - cos_theta_0, 5.0);\n\n\toutgoingLight2 = vec4(calculateReflectedLight(frag_position, frag_normal_normalized, initialDirection, material, -1), 1.0);\n\t// gl_FragColor = outgoingLight2;\n\t// return;\n\tif(TRACING_DEPTH > 0) \n\t\toutgoingLight2 *= initialProbability;\n\t\t\n\tvec3 tempColor;\n\n\t#ifdef DISPERSION\n\t\tconst int loop = 3;\n\t\tvec3 dispersionColor;\n\t#else\n\t\tconst int loop = 1;\n\t#endif\n\t\t#pragma unroll_loop_start\n\t\tfor(int j = 0; j < loop; j++){\n\t\t\tvec3 refractedDirection = refract(initialDirection, frag_normal_normalized, 1.0/refractionIndex + float(j)*dispersion * 0.025);\n\t\t\tvec3 newPosition = raySphereIntersection(frag_position, refractedDirection);\n\t\t\tvec3 lookUpVector = normalize(newPosition - center);\n\t\t\tvec3 newNormal = normalLookUp(lookUpVector);\n\t\t\tvec3 newDirection = reflect(refractedDirection, newNormal);\n\n\t\t\tfloat currentProbability = 1.0;\n\n\t\t\t#ifdef USE_IMPURITYMAP\n\t\t\t\tfloat impurityProbability = impurityLookUp(lookUpVector);\n\t\t\t\tcurrentProbability -= impurityProbability * impurityScale;\n\t\t\t\t// gl_FragColor = vec4(vec3(impurityProbability), 1.0);\n\t\t\t\t// return;\n\t\t\t#endif\n\t\t\t\n\t\t\t// if(0 == TRACING_DEPTH) {\n\t\t\t// \tgl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);\n\t\t\t// \treturn;\n\t\t\t// }\n\n\t\t\ttempColor = vec3(0.0);\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor(int i = 0; i < TRACING_DEPTH; i++) {\n\t\t\t\t// small position correction to avoid artefacts\n\t\t\t\tnewPosition = newPosition - lookUpVector * 1e-6;\n\t\t\t\tnewPosition = raySphereIntersection(newPosition, newDirection);\n\t\t\t\tlookUpVector = normalize(newPosition - center);\n\t\t\t\tnewNormal = normalLookUp(lookUpVector);\n\t\t\t\n\t\t\t\tfloat cos_theta = dot(newDirection, newNormal);\n\t\t\t\tfloat ratio;\n\t\t\t\tif(cos_theta > 0.0) {\n\t\t\t\t\tratio = refractionIndex;\n\t\t\t\t} else {\n\t\t\t\t\tcos_theta = -cos_theta;\n\t\t\t\t\tratio = 1.0 / refractionIndex;\n\t\t\t\t}\n\t\t\t\tfloat cos_theta_2 = 1.0 - ratio*ratio * (1.0 - cos_theta*cos_theta);\n\t\t\t\tfloat probability = r_0 + (1.0 - r_0)*pow(1.0 - cos_theta, 5.0);\n\t\t\t\tif(cos_theta_2 < 0.0) probability = 0.0;\n\n\t\t\t\tvec3 refracted = refract(newDirection, newNormal*-1.0, 1.0/refractionIndex);\n\t\t\t\ttempColor += probability * currentProbability * calculateReflectedLight(newPosition, newNormal*-1.0, reflect(refracted, newNormal), material, i);\n\t\t\t\tif(i+1 == TRACING_DEPTH)\n\t\t\t\t\ttempColor += (1.0 - probability) * currentProbability * calculateReflectedLight(newPosition, newNormal, newDirection, material, i);\n\n\t\t\t\tnewDirection = reflect(newDirection, newNormal);\n\n\t\t\t\t// if(i+1 == TRACING_DEPTH) {\n\t\t\t\t// \tgl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);\n\t\t\t\t// \treturn;\n\t\t\t\t// }\n\n\t\t\t\tcurrentProbability *= (1.0 - probability);\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\n\t\t\t#ifdef DISPERSION\n\t\t\t\tif(j == 0) {\n\t\t\t\t\tdispersionColor.r = tempColor.r;\t\n\t\t\t\t} else if(j == 1) {\n\t\t\t\t\tdispersionColor.g = tempColor.g;\t\n\t\t\t\t} else if(j == 2) {\n\t\t\t\t\tdispersionColor.b = tempColor.b;\t\n\t\t\t\t}\n\t\t\t\ttempColor = dispersionColor;\n\t\t\t#endif\n\t\t}\t\n\t\t#pragma unroll_loop_end\n\n\tif(TRACING_DEPTH > 0)\n\t\toutgoingLight2.rgb += (1.0 - initialProbability) * tempColor;\n\n\tfloat alpha = (1.0 - initialProbability) + initialProbability*tracingOpacity;\n\tgl_FragColor = vec4(outgoingLight2.rgb, alpha*diffuseColor.a);\n\n // CUSTOM END\n\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n\n";
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//# sourceMappingURL=gem.d.ts.map
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{"version":3,"file":"gem.d.ts","sourceRoot":"","sources":["../../src/shaders/gem.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,IAAI,s3CAqDhB,CAAC;AAEF,eAAO,MAAM,IAAI,u4kBAugBhB,CAAA"}
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