@shapediver/viewer.rendering-engine.rendering-engine-threejs 3.0.0

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Files changed (301) hide show
  1. package/LICENSE +73 -0
  2. package/README.md +3 -0
  3. package/dist/RenderingEngine.d.ts +296 -0
  4. package/dist/RenderingEngine.d.ts.map +1 -0
  5. package/dist/RenderingEngine.js +1079 -0
  6. package/dist/RenderingEngine.js.map +1 -0
  7. package/dist/index.d.ts +12 -0
  8. package/dist/index.d.ts.map +1 -0
  9. package/dist/index.js +47 -0
  10. package/dist/index.js.map +1 -0
  11. package/dist/injectors/Tag3dGeometryCreationInjector.d.ts +11 -0
  12. package/dist/injectors/Tag3dGeometryCreationInjector.d.ts.map +1 -0
  13. package/dist/injectors/Tag3dGeometryCreationInjector.js +169 -0
  14. package/dist/injectors/Tag3dGeometryCreationInjector.js.map +1 -0
  15. package/dist/injectors/TextureUnifierInjector.d.ts +14 -0
  16. package/dist/injectors/TextureUnifierInjector.d.ts.map +1 -0
  17. package/dist/injectors/TextureUnifierInjector.js +227 -0
  18. package/dist/injectors/TextureUnifierInjector.js.map +1 -0
  19. package/dist/interfaces/ILoader.d.ts +4 -0
  20. package/dist/interfaces/ILoader.d.ts.map +1 -0
  21. package/dist/interfaces/ILoader.js +3 -0
  22. package/dist/interfaces/ILoader.js.map +1 -0
  23. package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts +307 -0
  24. package/dist/interfaces/IPostProcessingEffectDefinitions.d.ts.map +1 -0
  25. package/dist/interfaces/IPostProcessingEffectDefinitions.js +31 -0
  26. package/dist/interfaces/IPostProcessingEffectDefinitions.js.map +1 -0
  27. package/dist/interfaces/IRenderingEngine.d.ts +43 -0
  28. package/dist/interfaces/IRenderingEngine.d.ts.map +1 -0
  29. package/dist/interfaces/IRenderingEngine.js +3 -0
  30. package/dist/interfaces/IRenderingEngine.js.map +1 -0
  31. package/dist/loaders/EnvironmentMapLoader.d.ts +98 -0
  32. package/dist/loaders/EnvironmentMapLoader.d.ts.map +1 -0
  33. package/dist/loaders/EnvironmentMapLoader.js +348 -0
  34. package/dist/loaders/EnvironmentMapLoader.js.map +1 -0
  35. package/dist/loaders/GeometryLoader.d.ts +38 -0
  36. package/dist/loaders/GeometryLoader.d.ts.map +1 -0
  37. package/dist/loaders/GeometryLoader.js +505 -0
  38. package/dist/loaders/GeometryLoader.js.map +1 -0
  39. package/dist/loaders/HTMLElementAnchorLoader.d.ts +17 -0
  40. package/dist/loaders/HTMLElementAnchorLoader.d.ts.map +1 -0
  41. package/dist/loaders/HTMLElementAnchorLoader.js +84 -0
  42. package/dist/loaders/HTMLElementAnchorLoader.js.map +1 -0
  43. package/dist/loaders/LightLoader.d.ts +19 -0
  44. package/dist/loaders/LightLoader.d.ts.map +1 -0
  45. package/dist/loaders/LightLoader.js +152 -0
  46. package/dist/loaders/LightLoader.js.map +1 -0
  47. package/dist/loaders/MaterialLoader.d.ts +99 -0
  48. package/dist/loaders/MaterialLoader.d.ts.map +1 -0
  49. package/dist/loaders/MaterialLoader.js +1175 -0
  50. package/dist/loaders/MaterialLoader.js.map +1 -0
  51. package/dist/managers/CameraManager.d.ts +20 -0
  52. package/dist/managers/CameraManager.d.ts.map +1 -0
  53. package/dist/managers/CameraManager.js +195 -0
  54. package/dist/managers/CameraManager.js.map +1 -0
  55. package/dist/managers/EnvironmentGeometryManager.d.ts +43 -0
  56. package/dist/managers/EnvironmentGeometryManager.d.ts.map +1 -0
  57. package/dist/managers/EnvironmentGeometryManager.js +210 -0
  58. package/dist/managers/EnvironmentGeometryManager.js.map +1 -0
  59. package/dist/managers/PostProcessingManager.d.ts +1014 -0
  60. package/dist/managers/PostProcessingManager.d.ts.map +1 -0
  61. package/dist/managers/PostProcessingManager.js +1013 -0
  62. package/dist/managers/PostProcessingManager.js.map +1 -0
  63. package/dist/managers/RenderingManager.d.ts +83 -0
  64. package/dist/managers/RenderingManager.d.ts.map +1 -0
  65. package/dist/managers/RenderingManager.js +567 -0
  66. package/dist/managers/RenderingManager.js.map +1 -0
  67. package/dist/managers/SceneTracingManager.d.ts +26 -0
  68. package/dist/managers/SceneTracingManager.d.ts.map +1 -0
  69. package/dist/managers/SceneTracingManager.js +122 -0
  70. package/dist/managers/SceneTracingManager.js.map +1 -0
  71. package/dist/managers/SceneTreeManager.d.ts +55 -0
  72. package/dist/managers/SceneTreeManager.d.ts.map +1 -0
  73. package/dist/managers/SceneTreeManager.js +501 -0
  74. package/dist/managers/SceneTreeManager.js.map +1 -0
  75. package/dist/managers/postprocessing/GodRaysManager.d.ts +13 -0
  76. package/dist/managers/postprocessing/GodRaysManager.d.ts.map +1 -0
  77. package/dist/managers/postprocessing/GodRaysManager.js +64 -0
  78. package/dist/managers/postprocessing/GodRaysManager.js.map +1 -0
  79. package/dist/managers/postprocessing/OutlineManager.d.ts +15 -0
  80. package/dist/managers/postprocessing/OutlineManager.d.ts.map +1 -0
  81. package/dist/managers/postprocessing/OutlineManager.js +67 -0
  82. package/dist/managers/postprocessing/OutlineManager.js.map +1 -0
  83. package/dist/managers/postprocessing/SSAARenderPass.d.ts +54 -0
  84. package/dist/managers/postprocessing/SSAARenderPass.d.ts.map +1 -0
  85. package/dist/managers/postprocessing/SSAARenderPass.js +234 -0
  86. package/dist/managers/postprocessing/SSAARenderPass.js.map +1 -0
  87. package/dist/managers/postprocessing/SelectiveBloomManager.d.ts +15 -0
  88. package/dist/managers/postprocessing/SelectiveBloomManager.d.ts.map +1 -0
  89. package/dist/managers/postprocessing/SelectiveBloomManager.js +67 -0
  90. package/dist/managers/postprocessing/SelectiveBloomManager.js.map +1 -0
  91. package/dist/managers/postprocessing/ao/ao/AOEffect.d.ts +47 -0
  92. package/dist/managers/postprocessing/ao/ao/AOEffect.d.ts.map +1 -0
  93. package/dist/managers/postprocessing/ao/ao/AOEffect.js +134 -0
  94. package/dist/managers/postprocessing/ao/ao/AOEffect.js.map +1 -0
  95. package/dist/managers/postprocessing/ao/ao/AOPass.d.ts +13 -0
  96. package/dist/managers/postprocessing/ao/ao/AOPass.d.ts.map +1 -0
  97. package/dist/managers/postprocessing/ao/ao/AOPass.js +78 -0
  98. package/dist/managers/postprocessing/ao/ao/AOPass.js.map +1 -0
  99. package/dist/managers/postprocessing/ao/ao/shader/ao_compose.d.ts +2 -0
  100. package/dist/managers/postprocessing/ao/ao/shader/ao_compose.d.ts.map +1 -0
  101. package/dist/managers/postprocessing/ao/ao/shader/ao_compose.js +23 -0
  102. package/dist/managers/postprocessing/ao/ao/shader/ao_compose.js.map +1 -0
  103. package/dist/managers/postprocessing/ao/hbao/HBAOEffect.d.ts +15 -0
  104. package/dist/managers/postprocessing/ao/hbao/HBAOEffect.d.ts.map +1 -0
  105. package/dist/managers/postprocessing/ao/hbao/HBAOEffect.js +25 -0
  106. package/dist/managers/postprocessing/ao/hbao/HBAOEffect.js.map +1 -0
  107. package/dist/managers/postprocessing/ao/hbao/shader/hbao.d.ts +2 -0
  108. package/dist/managers/postprocessing/ao/hbao/shader/hbao.d.ts.map +1 -0
  109. package/dist/managers/postprocessing/ao/hbao/shader/hbao.js +102 -0
  110. package/dist/managers/postprocessing/ao/hbao/shader/hbao.js.map +1 -0
  111. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts +2 -0
  112. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.d.ts.map +1 -0
  113. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js +99 -0
  114. package/dist/managers/postprocessing/ao/hbao/shader/hbao_utils.js.map +1 -0
  115. package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.d.ts +37 -0
  116. package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.d.ts.map +1 -0
  117. package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.js +171 -0
  118. package/dist/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.js.map +1 -0
  119. package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.d.ts +2 -0
  120. package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.d.ts.map +1 -0
  121. package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.js +131 -0
  122. package/dist/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.js.map +1 -0
  123. package/dist/managers/postprocessing/ao/ssao/SSAOEffect.d.ts +15 -0
  124. package/dist/managers/postprocessing/ao/ssao/SSAOEffect.d.ts.map +1 -0
  125. package/dist/managers/postprocessing/ao/ssao/SSAOEffect.js +76 -0
  126. package/dist/managers/postprocessing/ao/ssao/SSAOEffect.js.map +1 -0
  127. package/dist/managers/postprocessing/ao/ssao/shader/ssao.d.ts +2 -0
  128. package/dist/managers/postprocessing/ao/ssao/shader/ssao.d.ts.map +1 -0
  129. package/dist/managers/postprocessing/ao/ssao/shader/ssao.js +134 -0
  130. package/dist/managers/postprocessing/ao/ssao/shader/ssao.js.map +1 -0
  131. package/dist/managers/postprocessing/ao/utils/shader/basic.d.ts +2 -0
  132. package/dist/managers/postprocessing/ao/utils/shader/basic.d.ts.map +1 -0
  133. package/dist/managers/postprocessing/ao/utils/shader/basic.js +12 -0
  134. package/dist/managers/postprocessing/ao/utils/shader/basic.js.map +1 -0
  135. package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.d.ts +2 -0
  136. package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.d.ts.map +1 -0
  137. package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.js +42 -0
  138. package/dist/managers/postprocessing/ao/utils/shader/sampleBlueNoise.js.map +1 -0
  139. package/dist/managers/postprocessing/utils/CopyMaterial.d.ts +38 -0
  140. package/dist/managers/postprocessing/utils/CopyMaterial.d.ts.map +1 -0
  141. package/dist/managers/postprocessing/utils/CopyMaterial.js +106 -0
  142. package/dist/managers/postprocessing/utils/CopyMaterial.js.map +1 -0
  143. package/dist/managers/postprocessing/utils/CopyShader.d.ts +14 -0
  144. package/dist/managers/postprocessing/utils/CopyShader.d.ts.map +1 -0
  145. package/dist/managers/postprocessing/utils/CopyShader.js +36 -0
  146. package/dist/managers/postprocessing/utils/CopyShader.js.map +1 -0
  147. package/dist/managers/postprocessing/utils/FullScreenQuad.d.ts +10 -0
  148. package/dist/managers/postprocessing/utils/FullScreenQuad.d.ts.map +1 -0
  149. package/dist/managers/postprocessing/utils/FullScreenQuad.js +29 -0
  150. package/dist/managers/postprocessing/utils/FullScreenQuad.js.map +1 -0
  151. package/dist/managers/postprocessing/utils/NormalPass.d.ts +88 -0
  152. package/dist/managers/postprocessing/utils/NormalPass.d.ts.map +1 -0
  153. package/dist/managers/postprocessing/utils/NormalPass.js +157 -0
  154. package/dist/managers/postprocessing/utils/NormalPass.js.map +1 -0
  155. package/dist/managers/postprocessing/utils/RenderPass.d.ts +115 -0
  156. package/dist/managers/postprocessing/utils/RenderPass.d.ts.map +1 -0
  157. package/dist/managers/postprocessing/utils/RenderPass.js +251 -0
  158. package/dist/managers/postprocessing/utils/RenderPass.js.map +1 -0
  159. package/dist/materials/GemMaterial.d.ts +38 -0
  160. package/dist/materials/GemMaterial.d.ts.map +1 -0
  161. package/dist/materials/GemMaterial.js +253 -0
  162. package/dist/materials/GemMaterial.js.map +1 -0
  163. package/dist/materials/MeshUnlitMaterialParameters.d.ts +4 -0
  164. package/dist/materials/MeshUnlitMaterialParameters.d.ts.map +1 -0
  165. package/dist/materials/MeshUnlitMaterialParameters.js +3 -0
  166. package/dist/materials/MeshUnlitMaterialParameters.js.map +1 -0
  167. package/dist/materials/MultiPointsMaterial.d.ts +94 -0
  168. package/dist/materials/MultiPointsMaterial.d.ts.map +1 -0
  169. package/dist/materials/MultiPointsMaterial.js +567 -0
  170. package/dist/materials/MultiPointsMaterial.js.map +1 -0
  171. package/dist/materials/SpecularGlossinessMaterial.d.ts +14 -0
  172. package/dist/materials/SpecularGlossinessMaterial.d.ts.map +1 -0
  173. package/dist/materials/SpecularGlossinessMaterial.js +162 -0
  174. package/dist/materials/SpecularGlossinessMaterial.js.map +1 -0
  175. package/dist/objects/SDBone.d.ts +13 -0
  176. package/dist/objects/SDBone.d.ts.map +1 -0
  177. package/dist/objects/SDBone.js +75 -0
  178. package/dist/objects/SDBone.js.map +1 -0
  179. package/dist/objects/SDColor.d.ts +17 -0
  180. package/dist/objects/SDColor.d.ts.map +1 -0
  181. package/dist/objects/SDColor.js +49 -0
  182. package/dist/objects/SDColor.js.map +1 -0
  183. package/dist/objects/SDData.d.ts +19 -0
  184. package/dist/objects/SDData.d.ts.map +1 -0
  185. package/dist/objects/SDData.js +48 -0
  186. package/dist/objects/SDData.js.map +1 -0
  187. package/dist/objects/SDObject.d.ts +14 -0
  188. package/dist/objects/SDObject.d.ts.map +1 -0
  189. package/dist/objects/SDObject.js +81 -0
  190. package/dist/objects/SDObject.js.map +1 -0
  191. package/dist/shaders/PCSS.d.ts +3 -0
  192. package/dist/shaders/PCSS.d.ts.map +1 -0
  193. package/dist/shaders/PCSS.js +127 -0
  194. package/dist/shaders/PCSS.js.map +1 -0
  195. package/dist/shaders/gem.d.ts +3 -0
  196. package/dist/shaders/gem.d.ts.map +1 -0
  197. package/dist/shaders/gem.js +578 -0
  198. package/dist/shaders/gem.js.map +1 -0
  199. package/dist/shaders/multi_points.d.ts +3 -0
  200. package/dist/shaders/multi_points.d.ts.map +1 -0
  201. package/dist/shaders/multi_points.js +294 -0
  202. package/dist/shaders/multi_points.js.map +1 -0
  203. package/dist/styling/viewport-css.d.ts +2 -0
  204. package/dist/styling/viewport-css.d.ts.map +1 -0
  205. package/dist/styling/viewport-css.js +117 -0
  206. package/dist/styling/viewport-css.js.map +1 -0
  207. package/dist/three/font.d.ts +2365 -0
  208. package/dist/three/font.d.ts.map +1 -0
  209. package/dist/three/font.js +6 -0
  210. package/dist/three/font.js.map +1 -0
  211. package/dist/three/geometries/TextGeometry.d.ts +22 -0
  212. package/dist/three/geometries/TextGeometry.d.ts.map +1 -0
  213. package/dist/three/geometries/TextGeometry.js +45 -0
  214. package/dist/three/geometries/TextGeometry.js.map +1 -0
  215. package/dist/three/loaders/FontLoader.d.ts +15 -0
  216. package/dist/three/loaders/FontLoader.d.ts.map +1 -0
  217. package/dist/three/loaders/FontLoader.js +118 -0
  218. package/dist/three/loaders/FontLoader.js.map +1 -0
  219. package/dist/three/loaders/RGBELoader.d.ts +24 -0
  220. package/dist/three/loaders/RGBELoader.d.ts.map +1 -0
  221. package/dist/three/loaders/RGBELoader.js +299 -0
  222. package/dist/three/loaders/RGBELoader.js.map +1 -0
  223. package/dist/types/IThreejsData.d.ts +7 -0
  224. package/dist/types/IThreejsData.d.ts.map +1 -0
  225. package/dist/types/IThreejsData.js +3 -0
  226. package/dist/types/IThreejsData.js.map +1 -0
  227. package/dist/types/ThreejsData.d.ts +11 -0
  228. package/dist/types/ThreejsData.d.ts.map +1 -0
  229. package/dist/types/ThreejsData.js +42 -0
  230. package/dist/types/ThreejsData.js.map +1 -0
  231. package/package.json +65 -0
  232. package/src/RenderingEngine.ts +1342 -0
  233. package/src/index.ts +23 -0
  234. package/src/injectors/Tag3dGeometryCreationInjector.ts +170 -0
  235. package/src/injectors/TextureUnifierInjector.ts +224 -0
  236. package/src/interfaces/ILoader.ts +3 -0
  237. package/src/interfaces/IPostProcessingEffectDefinitions.ts +402 -0
  238. package/src/interfaces/IRenderingEngine.ts +48 -0
  239. package/src/loaders/EnvironmentMapLoader.ts +355 -0
  240. package/src/loaders/GeometryLoader.ts +565 -0
  241. package/src/loaders/HTMLElementAnchorLoader.ts +107 -0
  242. package/src/loaders/LightLoader.ts +171 -0
  243. package/src/loaders/MaterialLoader.ts +1418 -0
  244. package/src/managers/CameraManager.ts +178 -0
  245. package/src/managers/EnvironmentGeometryManager.ts +224 -0
  246. package/src/managers/PostProcessingManager.ts +1169 -0
  247. package/src/managers/RenderingManager.ts +657 -0
  248. package/src/managers/SceneTracingManager.ts +120 -0
  249. package/src/managers/SceneTreeManager.ts +569 -0
  250. package/src/managers/postprocessing/GodRaysManager.ts +52 -0
  251. package/src/managers/postprocessing/OutlineManager.ts +58 -0
  252. package/src/managers/postprocessing/SSAARenderPass.ts +339 -0
  253. package/src/managers/postprocessing/SelectiveBloomManager.ts +58 -0
  254. package/src/managers/postprocessing/ao/ao/AOEffect.ts +180 -0
  255. package/src/managers/postprocessing/ao/ao/AOPass.ts +128 -0
  256. package/src/managers/postprocessing/ao/ao/shader/ao_compose.glsl +17 -0
  257. package/src/managers/postprocessing/ao/ao/shader/ao_compose.ts +19 -0
  258. package/src/managers/postprocessing/ao/hbao/HBAOEffect.ts +41 -0
  259. package/src/managers/postprocessing/ao/hbao/shader/hbao.glsl +96 -0
  260. package/src/managers/postprocessing/ao/hbao/shader/hbao.ts +98 -0
  261. package/src/managers/postprocessing/ao/hbao/shader/hbao_utils.glsl +92 -0
  262. package/src/managers/postprocessing/ao/hbao/shader/hbao_utils.ts +95 -0
  263. package/src/managers/postprocessing/ao/poissionDenoise/PoissionDenoisePass.ts +245 -0
  264. package/src/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.glsl +125 -0
  265. package/src/managers/postprocessing/ao/poissionDenoise/shader/poissionDenoise.ts +127 -0
  266. package/src/managers/postprocessing/ao/ssao/SSAOEffect.ts +106 -0
  267. package/src/managers/postprocessing/ao/ssao/shader/ssao.glsl +128 -0
  268. package/src/managers/postprocessing/ao/ssao/shader/ssao.ts +130 -0
  269. package/src/managers/postprocessing/ao/utils/shader/basic.glsl +6 -0
  270. package/src/managers/postprocessing/ao/utils/shader/basic.ts +8 -0
  271. package/src/managers/postprocessing/ao/utils/shader/sampleBlueNoise.glsl +36 -0
  272. package/src/managers/postprocessing/ao/utils/shader/sampleBlueNoise.ts +38 -0
  273. package/src/managers/postprocessing/utils/CopyMaterial.ts +130 -0
  274. package/src/managers/postprocessing/utils/CopyShader.ts +39 -0
  275. package/src/managers/postprocessing/utils/FullScreenQuad.ts +47 -0
  276. package/src/managers/postprocessing/utils/NormalPass.ts +222 -0
  277. package/src/managers/postprocessing/utils/RenderPass.ts +366 -0
  278. package/src/materials/GemMaterial.ts +268 -0
  279. package/src/materials/MeshUnlitMaterialParameters.ts +4 -0
  280. package/src/materials/MultiPointsMaterial.ts +646 -0
  281. package/src/materials/SpecularGlossinessMaterial.ts +182 -0
  282. package/src/objects/SDBone.ts +51 -0
  283. package/src/objects/SDColor.ts +54 -0
  284. package/src/objects/SDData.ts +44 -0
  285. package/src/objects/SDObject.ts +58 -0
  286. package/src/shaders/PCSS.ts +124 -0
  287. package/src/shaders/gem.ts +575 -0
  288. package/src/shaders/gem_frag.glsl +517 -0
  289. package/src/shaders/gem_vert.glsl +53 -0
  290. package/src/shaders/multi_points.ts +291 -0
  291. package/src/shaders/multi_points_frag.glsl +166 -0
  292. package/src/shaders/multi_points_vert.glsl +120 -0
  293. package/src/styling/viewport-css.ts +113 -0
  294. package/src/styling/viewport.css +111 -0
  295. package/src/three/font.ts +2 -0
  296. package/src/three/geometries/TextGeometry.ts +58 -0
  297. package/src/three/loaders/FontLoader.ts +205 -0
  298. package/src/three/loaders/RGBELoader.ts +496 -0
  299. package/src/types/IThreejsData.ts +16 -0
  300. package/src/types/ThreejsData.ts +43 -0
  301. package/tsconfig.json +20 -0
@@ -0,0 +1,578 @@
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+ "use strict";
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+ Object.defineProperty(exports, "__esModule", { value: true });
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+ exports.frag = exports.vert = void 0;
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+ exports.vert = `
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+ #define STANDARD
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+ varying vec3 vViewPosition;
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+ #ifdef USE_TRANSMISSION
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+ varying vec3 vWorldPosition;
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+ #endif
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+ #include <common>
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+ #include <uv_pars_vertex>
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+ #include <displacementmap_pars_vertex>
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+ #include <color_pars_vertex>
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+ #include <fog_pars_vertex>
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+ #include <normal_pars_vertex>
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+ #include <morphtarget_pars_vertex>
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+ #include <skinning_pars_vertex>
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+ #include <shadowmap_pars_vertex>
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+ #include <logdepthbuf_pars_vertex>
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+ #include <clipping_planes_pars_vertex>
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+
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+ // CUSTOM START
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+ varying vec3 frag_position;
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+ varying vec3 frag_normal;
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+ // CUSTOM END
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+
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+ void main() {
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+ #include <uv_vertex>
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+ #include <color_vertex>
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+ #include <morphcolor_vertex>
31
+ #include <beginnormal_vertex>
32
+ #include <morphnormal_vertex>
33
+ #include <skinbase_vertex>
34
+ #include <skinnormal_vertex>
35
+ #include <defaultnormal_vertex>
36
+ #include <normal_vertex>
37
+ #include <begin_vertex>
38
+ #include <morphtarget_vertex>
39
+ #include <skinning_vertex>
40
+ #include <displacementmap_vertex>
41
+ #include <project_vertex>
42
+ #include <logdepthbuf_vertex>
43
+ #include <clipping_planes_vertex>
44
+ vViewPosition = - mvPosition.xyz;
45
+ #include <worldpos_vertex>
46
+ #include <shadowmap_vertex>
47
+ #include <fog_vertex>
48
+ #ifdef USE_TRANSMISSION
49
+ vWorldPosition = worldPosition.xyz;
50
+ #endif
51
+
52
+ // CUSTOM START
53
+ frag_position = position;
54
+ frag_normal = objectNormal;
55
+ // CUSTOM END
56
+ }
57
+ `;
58
+ exports.frag = `
59
+ #define STANDARD
60
+ #ifdef PHYSICAL
61
+ #define IOR
62
+ #define SPECULAR
63
+ #endif
64
+
65
+ // CUSTOM START
66
+ #ifdef USE_IMPURITYMAP
67
+ uniform sampler2D impurityMap;
68
+ #endif
69
+ // CUSTOM END
70
+
71
+ uniform vec3 diffuse;
72
+ uniform vec3 emissive;
73
+ uniform float roughness;
74
+ uniform float metalness;
75
+ uniform float opacity;
76
+ #ifdef IOR
77
+ uniform float ior;
78
+ #endif
79
+ #ifdef SPECULAR
80
+ uniform float specularIntensity;
81
+ uniform vec3 specularColor;
82
+ #ifdef USE_SPECULARINTENSITYMAP
83
+ uniform sampler2D specularIntensityMap;
84
+ #endif
85
+ #ifdef USE_SPECULARCOLORMAP
86
+ uniform sampler2D specularColorMap;
87
+ #endif
88
+ #endif
89
+ #ifdef USE_CLEARCOAT
90
+ uniform float clearcoat;
91
+ uniform float clearcoatRoughness;
92
+ #endif
93
+ #ifdef USE_IRIDESCENCE
94
+ uniform float iridescence;
95
+ uniform float iridescenceIOR;
96
+ uniform float iridescenceThicknessMinimum;
97
+ uniform float iridescenceThicknessMaximum;
98
+ #endif
99
+ #ifdef USE_SHEEN
100
+ uniform vec3 sheenColor;
101
+ uniform float sheenRoughness;
102
+ #ifdef USE_SHEENCOLORMAP
103
+ uniform sampler2D sheenColorMap;
104
+ #endif
105
+ #ifdef USE_SHEENROUGHNESSMAP
106
+ uniform sampler2D sheenRoughnessMap;
107
+ #endif
108
+ #endif
109
+ varying vec3 vViewPosition;
110
+ #include <common>
111
+ #include <packing>
112
+ #include <dithering_pars_fragment>
113
+ #include <color_pars_fragment>
114
+ #include <uv_pars_fragment>
115
+ #include <map_pars_fragment>
116
+ #include <alphamap_pars_fragment>
117
+ #include <alphatest_pars_fragment>
118
+ #include <aomap_pars_fragment>
119
+ #include <lightmap_pars_fragment>
120
+ #include <emissivemap_pars_fragment>
121
+ #include <bsdfs>
122
+ #include <iridescence_fragment>
123
+ #include <cube_uv_reflection_fragment>
124
+ #include <envmap_common_pars_fragment>
125
+ #include <envmap_physical_pars_fragment>
126
+ #include <fog_pars_fragment>
127
+ #include <lights_pars_begin>
128
+ #include <normal_pars_fragment>
129
+ #include <lights_physical_pars_fragment>
130
+ #include <transmission_pars_fragment>
131
+ #include <shadowmap_pars_fragment>
132
+ #include <bumpmap_pars_fragment>
133
+ #include <normalmap_pars_fragment>
134
+ #include <clearcoat_pars_fragment>
135
+ #include <iridescence_pars_fragment>
136
+ #include <roughnessmap_pars_fragment>
137
+ #include <metalnessmap_pars_fragment>
138
+ #include <logdepthbuf_pars_fragment>
139
+ #include <clipping_planes_pars_fragment>
140
+
141
+
142
+
143
+ // CUSTOM START
144
+
145
+ varying vec4 initialPosition;
146
+ varying vec3 initialNormal;
147
+
148
+ varying vec3 frag_position;
149
+ varying vec3 frag_normal;
150
+
151
+ uniform vec3 center;
152
+ uniform float radius;
153
+ uniform samplerCube sphericalNormalMap;
154
+ uniform mat3 normalMatrix;
155
+ uniform mat4 modelMatrix;
156
+
157
+ uniform float impurityScale;
158
+ uniform vec3 colorTransferBegin;
159
+ uniform vec3 colorTransferEnd;
160
+ uniform float refractionIndex;
161
+ uniform float gamma;
162
+ uniform float contrast;
163
+ uniform float brightness;
164
+ uniform float dispersion;
165
+ uniform float tracingOpacity;
166
+
167
+
168
+ vec3 getIBLRadianceVariation( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
169
+ #if defined( ENVMAP_TYPE_CUBE_UV )
170
+ vec3 reflectVec = reflect( - viewDir, normal );
171
+ // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
172
+ reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
173
+ reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
174
+ vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );
175
+ return min(envMapColor.rgb * envMapIntensity, vec3(1.0));
176
+ #else
177
+ return vec3( 0.0 );
178
+ #endif
179
+ }
180
+
181
+ vec3 calculateReflectedLight(vec3 position, vec3 normal, vec3 viewDir, PhysicalMaterial material, int depth) {
182
+
183
+ GeometricContext currentGeometry;
184
+ currentGeometry.position = (modelMatrix * vec4(position, 1.0)).xyz;
185
+
186
+ mat3 normalMatrix;
187
+ normalMatrix[0] = normalize(modelMatrix[0].xyz);
188
+ normalMatrix[1] = normalize(modelMatrix[1].xyz);
189
+ normalMatrix[2] = normalize(modelMatrix[2].xyz);
190
+
191
+ // Calculate the normal vector in world space
192
+ currentGeometry.normal = normalize(normalMatrix * normal);
193
+
194
+ // Calculate the view direction vector in world space
195
+ currentGeometry.viewDir = normalize(normalMatrix * -viewDir);
196
+
197
+ #ifdef USE_CLEARCOAT
198
+ currentGeometry.clearcoatNormal = clearcoatNormal;
199
+ #endif
200
+
201
+ ReflectedLight rLight;
202
+ IncidentLight dLight;
203
+
204
+ float temp = material.roughness;
205
+ material.roughness = 0.5;
206
+
207
+ #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
208
+
209
+ PointLight pointLight;
210
+ #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
211
+ PointLightShadow pointLightShadow;
212
+ #endif
213
+
214
+ #pragma unroll_loop_start
215
+ for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
216
+ pointLight = pointLights[ i ];
217
+ getPointLightInfo( pointLight, currentGeometry, dLight );
218
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
219
+ pointLightShadow = pointLightShadows[ i ];
220
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
221
+ #endif
222
+ RE_Direct( dLight, currentGeometry, material, rLight );
223
+ }
224
+ #pragma unroll_loop_end
225
+ #endif
226
+ #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
227
+ SpotLight spotLight;
228
+ #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
229
+ SpotLightShadow spotLightShadow;
230
+ #endif
231
+ #pragma unroll_loop_start
232
+ for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
233
+ spotLight = spotLights[ i ];
234
+ getSpotLightInfo( spotLight, currentGeometry, dLight );
235
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
236
+ spotLightShadow = spotLightShadows[ i ];
237
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
238
+ #endif
239
+ RE_Direct( dLight, currentGeometry, material, rLight );
240
+ }
241
+ #pragma unroll_loop_end
242
+ #endif
243
+
244
+ #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
245
+ DirectionalLight directionalLight;
246
+ #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
247
+ DirectionalLightShadow directionalLightShadow;
248
+ #endif
249
+ #pragma unroll_loop_start
250
+ for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
251
+ directionalLight = directionalLights[ i ];
252
+ getDirectionalLightInfo( directionalLight, currentGeometry, dLight );
253
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
254
+ directionalLightShadow = directionalLightShadows[ i ];
255
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
256
+ #endif
257
+ RE_Direct( dLight, currentGeometry, material, rLight );
258
+ }
259
+ #pragma unroll_loop_end
260
+ #endif
261
+ material.roughness = temp;
262
+
263
+ #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
264
+ RectAreaLight rectAreaLight;
265
+ #pragma unroll_loop_start
266
+ for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
267
+ rectAreaLight = rectAreaLights[ i ];
268
+ RE_Direct_RectArea( rectAreaLight, currentGeometry, material, rLight );
269
+ }
270
+ #pragma unroll_loop_end
271
+ #endif
272
+ #if defined( RE_IndirectDiffuse )
273
+ vec3 iblIrradiance = vec3( 0.0 );
274
+ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
275
+ irradiance += getLightProbeIrradiance( lightProbe, currentGeometry.normal );
276
+ #if ( NUM_HEMI_LIGHTS > 0 )
277
+ #pragma unroll_loop_start
278
+ for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
279
+ irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], currentGeometry.normal );
280
+ }
281
+ #pragma unroll_loop_end
282
+ #endif
283
+ #endif
284
+ #if defined( RE_IndirectSpecular )
285
+ vec3 radiance = vec3( 0.0 );
286
+ vec3 clearcoatRadiance = vec3( 0.0 );
287
+ #endif
288
+
289
+
290
+ #if defined( RE_IndirectDiffuse )
291
+ #ifdef USE_LIGHTMAP
292
+ vec4 lightMapTexel = texture2D( lightMap, vUv2 );
293
+ vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
294
+ irradiance += lightMapIrradiance;
295
+ #endif
296
+ #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
297
+ iblIrradiance += getIBLIrradiance( currentGeometry.normal );
298
+ #endif
299
+ #endif
300
+ #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
301
+ radiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.normal, material.roughness );
302
+ #ifdef USE_CLEARCOAT
303
+ clearcoatRadiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.clearcoatNormal, material.clearcoatRoughness );
304
+ #endif
305
+ #endif
306
+
307
+ #if defined( RE_IndirectDiffuse )
308
+ RE_IndirectDiffuse( irradiance, currentGeometry, material, rLight );
309
+ #endif
310
+ #if defined( RE_IndirectSpecular )
311
+ RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, currentGeometry, material, rLight );
312
+ #endif
313
+
314
+ if(depth >= 0) {
315
+ float frac = float(depth) / float(TRACING_DEPTH);
316
+ vec3 colorTransfer = (1.0-frac) * colorTransferBegin + frac * colorTransferEnd;
317
+ rLight.indirectSpecular *= colorTransfer;
318
+ rLight.directSpecular *= colorTransfer;
319
+ }
320
+
321
+ vec3 color = rLight.indirectSpecular + rLight.directSpecular + rLight.indirectDiffuse + rLight.directDiffuse;
322
+
323
+ // gamma
324
+ color = pow(color, vec3(1.0/gamma));
325
+
326
+ // contrast
327
+ color.rgb = ((color.rgb - 0.5) * max(contrast, 0.0)) + 0.5;
328
+
329
+ // brightness
330
+ color.r = min(max(color.r + brightness, 0.0), 1.0);
331
+ color.g = min(max(color.g + brightness, 0.0), 1.0);
332
+ color.b = min(max(color.b + brightness, 0.0), 1.0);
333
+
334
+ return color;
335
+ }
336
+
337
+ vec3 normalLookUp(vec3 dir) {
338
+ vec4 s = textureCube(sphericalNormalMap, dir);
339
+ if(s.a < 1.0/256.0) {
340
+ return normalize(vec3(-s.x, -s.y, -s.z));
341
+ } else if(s.a < 3.0/256.0) {
342
+ return normalize(vec3(-s.x, -s.y, s.z));
343
+ } else if(s.a < 5.0/256.0) {
344
+ return normalize(vec3(-s.x, s.y, -s.z));
345
+ } else if(s.a < 7.0/256.0) {
346
+ return normalize(vec3(s.x, -s.y, -s.z));
347
+ } else if(s.a < 9.0/256.0) {
348
+ return normalize(vec3(-s.x, s.y, s.z));
349
+ } else if(s.a < 11.0/256.0) {
350
+ return normalize(vec3(s.x, -s.y, s.z));
351
+ } else if(s.a < 13.0/256.0) {
352
+ return normalize(vec3(s.x, s.y, -s.z));
353
+ } else {
354
+ return normalize(s.xyz);
355
+ }
356
+ }
357
+
358
+ #ifdef USE_IMPURITYMAP
359
+ float impurityLookUp(vec3 dir) {
360
+ vec3 c = textureCube(impurityMap, dir.xy).rgb;
361
+ return (c.x + c.y + c.z) / 3.0;
362
+ }
363
+ #endif
364
+
365
+ vec3 raySphereIntersection(vec3 o, vec3 d) {
366
+
367
+ vec3 oc = o - center;
368
+ float a = dot(d, d);
369
+ float b = 2.0 * dot(oc, d);
370
+ float c = dot(oc,oc) - radius*radius;
371
+ float discriminant = b*b - 4.0*a*c;
372
+ if(discriminant < 0.0){
373
+ return vec3(0.0);
374
+ }
375
+ else{
376
+ return o +( (-b + sqrt(discriminant)) / (2.0*a)) * d;
377
+ }
378
+ }
379
+
380
+ vec3 hueToSaturatedColor(float hue) {
381
+ float r,g,b;
382
+ if (hue < 0.25){
383
+ float t = 1.0 - (hue / 0.25);
384
+ r = 1.0;
385
+ g = 1.0;
386
+ b = t;
387
+ } else if (hue < 0.5){
388
+ float t = 1.0 - (hue - 0.25 / 0.25);
389
+ r = 1.0;
390
+ g = t;
391
+ b = 0.0;
392
+ } else if (hue < 0.75){
393
+ float t = 1.0 - (hue - 0.5 / 0.25);
394
+ r = t;
395
+ g = 0.0;
396
+ b = 1.0 - t;
397
+ } else {
398
+ float t = hue - 0.75 / 0.25;
399
+ r = t;
400
+ g = t;
401
+ b = 1.0;
402
+ }
403
+ return vec3(r, g, b) / 0.5 + 0.5;
404
+ }
405
+ // CUSTOM END
406
+
407
+ void main() {
408
+ // CUSTOM START
409
+ vec3 frag_normal_normalized = frag_normal;
410
+ // CUSTOM END
411
+ #include <clipping_planes_fragment>
412
+ vec4 diffuseColor = vec4( diffuse, opacity );
413
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
414
+ vec3 totalEmissiveRadiance = emissive;
415
+ #include <logdepthbuf_fragment>
416
+ #include <map_fragment>
417
+ #include <color_fragment>
418
+ #include <alphamap_fragment>
419
+ #include <alphatest_fragment>
420
+ #include <roughnessmap_fragment>
421
+ #include <metalnessmap_fragment>
422
+ #include <normal_fragment_begin>
423
+ #include <normal_fragment_maps>
424
+ #include <clearcoat_normal_fragment_begin>
425
+ #include <clearcoat_normal_fragment_maps>
426
+ #include <emissivemap_fragment>
427
+ #include <lights_physical_fragment>
428
+ #include <lights_fragment_begin>
429
+ #include <lights_fragment_maps>
430
+ #include <lights_fragment_end>
431
+ #include <aomap_fragment>
432
+ vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
433
+ vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
434
+ #include <transmission_fragment>
435
+ vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
436
+ #ifdef USE_SHEEN
437
+ float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
438
+ outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;
439
+ #endif
440
+ #ifdef USE_CLEARCOAT
441
+ float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );
442
+ vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
443
+ outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;
444
+ #endif
445
+ #include <output_fragment>
446
+
447
+ // CUSTOM START
448
+
449
+ // Extract the translation part of the model matrix
450
+ vec3 translation = modelMatrix[3].xyz;
451
+
452
+ // Extract the rotation part of the model matrix (3x3 upper-left submatrix)
453
+ mat3 rotationMatrix = mat3(modelMatrix);
454
+
455
+ // Calculate the inverse of the rotation matrix (transpose since it's orthogonal)
456
+ mat3 inverseRotationMatrix;
457
+ inverseRotationMatrix[0] = vec3(rotationMatrix[0].x, rotationMatrix[1].x, rotationMatrix[2].x);
458
+ inverseRotationMatrix[1] = vec3(rotationMatrix[0].y, rotationMatrix[1].y, rotationMatrix[2].y);
459
+ inverseRotationMatrix[2] = vec3(rotationMatrix[0].z, rotationMatrix[1].z, rotationMatrix[2].z);
460
+
461
+ // Calculate the camera position in model space
462
+ vec3 cameraPositionInModelSpace = inverseRotationMatrix * (cameraPosition - translation);
463
+
464
+ // Calculate the initial direction
465
+ vec3 initialDirection = normalize(frag_position.xyz - cameraPositionInModelSpace);
466
+
467
+ vec4 outgoingLight2;
468
+ float r_0 = (1.0-refractionIndex)/(1.0+refractionIndex);
469
+ r_0 = r_0*r_0;
470
+
471
+ float cos_theta_0 = -dot(initialDirection, frag_normal_normalized);
472
+ float r_0_outside = (refractionIndex-1.0)/(refractionIndex+1.0);
473
+ r_0_outside = r_0_outside*r_0_outside;
474
+ float initialProbability = r_0_outside + (1.0 - r_0_outside)*pow(1.0 - cos_theta_0, 5.0);
475
+
476
+ outgoingLight2 = vec4(calculateReflectedLight(frag_position, frag_normal_normalized, initialDirection, material, -1), 1.0);
477
+ // gl_FragColor = outgoingLight2;
478
+ // return;
479
+ if(TRACING_DEPTH > 0)
480
+ outgoingLight2 *= initialProbability;
481
+
482
+ vec3 tempColor;
483
+
484
+ #ifdef DISPERSION
485
+ const int loop = 3;
486
+ vec3 dispersionColor;
487
+ #else
488
+ const int loop = 1;
489
+ #endif
490
+ #pragma unroll_loop_start
491
+ for(int j = 0; j < loop; j++){
492
+ vec3 refractedDirection = refract(initialDirection, frag_normal_normalized, 1.0/refractionIndex + float(j)*dispersion * 0.025);
493
+ vec3 newPosition = raySphereIntersection(frag_position, refractedDirection);
494
+ vec3 lookUpVector = normalize(newPosition - center);
495
+ vec3 newNormal = normalLookUp(lookUpVector);
496
+ vec3 newDirection = reflect(refractedDirection, newNormal);
497
+
498
+ float currentProbability = 1.0;
499
+
500
+ #ifdef USE_IMPURITYMAP
501
+ float impurityProbability = impurityLookUp(lookUpVector);
502
+ currentProbability -= impurityProbability * impurityScale;
503
+ // gl_FragColor = vec4(vec3(impurityProbability), 1.0);
504
+ // return;
505
+ #endif
506
+
507
+ // if(0 == TRACING_DEPTH) {
508
+ // gl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);
509
+ // return;
510
+ // }
511
+
512
+ tempColor = vec3(0.0);
513
+ #pragma unroll_loop_start
514
+ for(int i = 0; i < TRACING_DEPTH; i++) {
515
+ // small position correction to avoid artefacts
516
+ newPosition = newPosition - lookUpVector * 1e-6;
517
+ newPosition = raySphereIntersection(newPosition, newDirection);
518
+ lookUpVector = normalize(newPosition - center);
519
+ newNormal = normalLookUp(lookUpVector);
520
+
521
+ float cos_theta = dot(newDirection, newNormal);
522
+ float ratio;
523
+ if(cos_theta > 0.0) {
524
+ ratio = refractionIndex;
525
+ } else {
526
+ cos_theta = -cos_theta;
527
+ ratio = 1.0 / refractionIndex;
528
+ }
529
+ float cos_theta_2 = 1.0 - ratio*ratio * (1.0 - cos_theta*cos_theta);
530
+ float probability = r_0 + (1.0 - r_0)*pow(1.0 - cos_theta, 5.0);
531
+ if(cos_theta_2 < 0.0) probability = 0.0;
532
+
533
+ vec3 refracted = refract(newDirection, newNormal*-1.0, 1.0/refractionIndex);
534
+ tempColor += probability * currentProbability * calculateReflectedLight(newPosition, newNormal*-1.0, reflect(refracted, newNormal), material, i);
535
+ if(i+1 == TRACING_DEPTH)
536
+ tempColor += (1.0 - probability) * currentProbability * calculateReflectedLight(newPosition, newNormal, newDirection, material, i);
537
+
538
+ newDirection = reflect(newDirection, newNormal);
539
+
540
+ // if(i+1 == TRACING_DEPTH) {
541
+ // gl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);
542
+ // return;
543
+ // }
544
+
545
+ currentProbability *= (1.0 - probability);
546
+ }
547
+ #pragma unroll_loop_end
548
+
549
+ #ifdef DISPERSION
550
+ if(j == 0) {
551
+ dispersionColor.r = tempColor.r;
552
+ } else if(j == 1) {
553
+ dispersionColor.g = tempColor.g;
554
+ } else if(j == 2) {
555
+ dispersionColor.b = tempColor.b;
556
+ }
557
+ tempColor = dispersionColor;
558
+ #endif
559
+ }
560
+ #pragma unroll_loop_end
561
+
562
+ if(TRACING_DEPTH > 0)
563
+ outgoingLight2.rgb += (1.0 - initialProbability) * tempColor;
564
+
565
+ float alpha = (1.0 - initialProbability) + initialProbability*tracingOpacity;
566
+ gl_FragColor = vec4(outgoingLight2.rgb, alpha*diffuseColor.a);
567
+
568
+ // CUSTOM END
569
+
570
+ #include <tonemapping_fragment>
571
+ #include <encodings_fragment>
572
+ #include <fog_fragment>
573
+ #include <premultiplied_alpha_fragment>
574
+ #include <dithering_fragment>
575
+ }
576
+
577
+ `;
578
+ //# sourceMappingURL=gem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gem.js","sourceRoot":"","sources":["../../src/shaders/gem.ts"],"names":[],"mappings":";;;AAAa,QAAA,IAAI,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqDnB,CAAC;AAEW,QAAA,IAAI,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAugBnB,CAAA"}
@@ -0,0 +1,3 @@
1
+ export declare const vert = "\nattribute float positionIndex;\nflat varying int vMaterialIndex;\nflat varying int vPositionIndex;\n\nuniform float size_0;\nuniform float size_1;\nuniform float size_2;\nuniform float size_3;\nuniform float size_4;\nuniform float size_5;\nuniform float size_6;\nuniform float size_7;\n\nuniform bool sizeAttenuation_0;\nuniform bool sizeAttenuation_1;\nuniform bool sizeAttenuation_2;\nuniform bool sizeAttenuation_3;\nuniform bool sizeAttenuation_4;\nuniform bool sizeAttenuation_5;\nuniform bool sizeAttenuation_6;\nuniform bool sizeAttenuation_7;\n\nuniform highp usampler2D materialIndexDataTexture;\n\nuniform float scale;\n\nfloat getSize(int materialIndex) {\n if ( materialIndex == 1 ) {\n return size_1;\n } else if ( materialIndex == 2 ) {\n return size_2;\n } else if ( materialIndex == 3 ) {\n return size_3;\n } else if ( materialIndex == 4 ) {\n return size_4;\n } else if ( materialIndex == 5 ) {\n return size_5;\n } else if ( materialIndex == 6 ) {\n return size_6;\n } else if ( materialIndex == 7 ) {\n return size_7;\n } else {\n return size_0;\n }\n}\n\nbool getSizeAttenuation(int materialIndex) {\n if ( materialIndex == 1 ) {\n return sizeAttenuation_1;\n } else if ( materialIndex == 2 ) {\n return sizeAttenuation_2;\n } else if ( materialIndex == 3 ) {\n return sizeAttenuation_3;\n } else if ( materialIndex == 4 ) {\n return sizeAttenuation_4;\n } else if ( materialIndex == 5 ) {\n return sizeAttenuation_5;\n } else if ( materialIndex == 6 ) {\n return sizeAttenuation_6;\n } else if ( materialIndex == 7 ) {\n return sizeAttenuation_7;\n } else {\n return sizeAttenuation_0;\n }\n}\n\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n\n#ifdef USE_POINTS_UV\n\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n\n#endif\n\nint retrieveMaterialIndex() {\n vec2 uv = vec2(positionIndex/1024.0, 0.5);\n\n // get the value of a texture at a specific index\n return int(texture2D(materialIndexDataTexture, uv).r);\n}\n\nvoid main() {\n int materialIndex = retrieveMaterialIndex();\n vMaterialIndex = materialIndex;\n\n float size = getSize(materialIndex);\n bool sizeAttenuation = getSizeAttenuation(materialIndex);\n\n\t#ifdef USE_POINTS_UV\n\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\n\t#endif\n\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\n gl_PointSize = size;\n\n\tif(sizeAttenuation) {\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n }\n\n\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n\n}\n";
2
+ export declare const frag = "\nuniform vec3 diffuse;\nuniform vec3 color_0;\nuniform vec3 color_1;\nuniform vec3 color_2;\nuniform vec3 color_3;\nuniform vec3 color_4;\nuniform vec3 color_5;\nuniform vec3 color_6;\nuniform vec3 color_7;\n\n\nuniform float opacity;\nflat varying int vMaterialIndex;\nflat varying int vPositionIndex;\n\n#include <common>\n#include <color_pars_fragment>\n\n#if defined( USE_POINTS_UV )\n\n\tvarying vec2 vUv;\n\n#else\n\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n\t\tuniform mat3 uvTransform;\n\n\t#endif\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map_0;\n\tuniform sampler2D map_1;\n\tuniform sampler2D map_2;\n\tuniform sampler2D map_3;\n uniform sampler2D map_4;\n uniform sampler2D map_5;\n uniform sampler2D map_6;\n uniform sampler2D map_7;\n\n#endif\n\n#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap_0;\n uniform sampler2D alphaMap_1;\n uniform sampler2D alphaMap_2;\n uniform sampler2D alphaMap_3;\n uniform sampler2D alphaMap_4;\n uniform sampler2D alphaMap_5;\n uniform sampler2D alphaMap_6;\n uniform sampler2D alphaMap_7;\n\n#endif\n\n\n#include <alphatest_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n\nvoid main() {\n\n\t#include <clipping_planes_fragment>\n\n\tvec3 outgoingLight = vec3( 0.0 );\n\n vec3 c = vec3(1.0, 0.0, 0.0);\n if ( vMaterialIndex == 1 ) {\n c = color_1;\n } else if ( vMaterialIndex == 2 ) {\n c = color_2;\n } else if ( vMaterialIndex == 3 ) {\n c = color_3;\n } else if ( vMaterialIndex == 4 ) {\n c = color_4;\n } else if ( vMaterialIndex == 5 ) {\n c = color_5;\n } else if ( vMaterialIndex == 6 ) {\n c = color_6;\n } else if ( vMaterialIndex == 7 ) {\n c = color_7;\n } else {\n c = color_0;\n }\n\n\tvec4 diffuseColor = vec4( c, opacity );\n\n \n\n\n\t#include <logdepthbuf_fragment>\n\n #if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\n #if defined( USE_POINTS_UV )\n\n vec2 uv = vUv;\n\n #else\n\n vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\n #endif\n\n #endif\n\n #ifdef USE_MAP\n\n if ( vMaterialIndex == 1 ) {\n diffuseColor *= texture2D( map_1, uv );\n } else if ( vMaterialIndex == 2 ) {\n diffuseColor *= texture2D( map_2, uv );\n } else if ( vMaterialIndex == 3 ) {\n diffuseColor *= texture2D( map_3, uv );\n } else if ( vMaterialIndex == 4 ) {\n diffuseColor *= texture2D( map_4, uv );\n } else if ( vMaterialIndex == 5 ) {\n diffuseColor *= texture2D( map_5, uv );\n } else if ( vMaterialIndex == 6 ) {\n diffuseColor *= texture2D( map_6, uv );\n } else if ( vMaterialIndex == 7 ) {\n diffuseColor *= texture2D( map_7, uv );\n } else {\n diffuseColor *= texture2D( map_0, uv );\n }\n\n #endif\n\n #ifdef USE_ALPHAMAP\n\n if ( vMaterialIndex == 1 ) {\n diffuseColor *= texture2D( alphaMap_1, uv );\n } else if ( vMaterialIndex == 2 ) {\n diffuseColor *= texture2D( alphaMap_2, uv );\n } else if ( vMaterialIndex == 3 ) {\n diffuseColor *= texture2D( alphaMap_3, uv );\n } else if ( vMaterialIndex == 4 ) {\n diffuseColor *= texture2D( alphaMap_4, uv );\n } else if ( vMaterialIndex == 5 ) {\n diffuseColor *= texture2D( alphaMap_5, uv );\n } else if ( vMaterialIndex == 6 ) {\n diffuseColor *= texture2D( alphaMap_6, uv );\n } else if ( vMaterialIndex == 7 ) {\n diffuseColor *= texture2D( alphaMap_7, uv );\n } else {\n diffuseColor *= texture2D( alphaMap_0, uv );\n }\n\n #endif\n\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\n\toutgoingLight = diffuseColor.rgb;\n\n\t#include <output_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\n}\n";
3
+ //# sourceMappingURL=multi_points.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"multi_points.d.ts","sourceRoot":"","sources":["../../src/shaders/multi_points.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,IAAI,w+FAyHhB,CAAC;AAEF,eAAO,MAAM,IAAI,+jIAuKhB,CAAC"}