@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 +1,575 @@
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+ export const 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>
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+ #include <beginnormal_vertex>
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+ #include <morphnormal_vertex>
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+ #include <skinbase_vertex>
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+ #include <skinnormal_vertex>
32
+ #include <defaultnormal_vertex>
33
+ #include <normal_vertex>
34
+ #include <begin_vertex>
35
+ #include <morphtarget_vertex>
36
+ #include <skinning_vertex>
37
+ #include <displacementmap_vertex>
38
+ #include <project_vertex>
39
+ #include <logdepthbuf_vertex>
40
+ #include <clipping_planes_vertex>
41
+ vViewPosition = - mvPosition.xyz;
42
+ #include <worldpos_vertex>
43
+ #include <shadowmap_vertex>
44
+ #include <fog_vertex>
45
+ #ifdef USE_TRANSMISSION
46
+ vWorldPosition = worldPosition.xyz;
47
+ #endif
48
+
49
+ // CUSTOM START
50
+ frag_position = position;
51
+ frag_normal = objectNormal;
52
+ // CUSTOM END
53
+ }
54
+ `;
55
+
56
+ export const frag = `
57
+ #define STANDARD
58
+ #ifdef PHYSICAL
59
+ #define IOR
60
+ #define SPECULAR
61
+ #endif
62
+
63
+ // CUSTOM START
64
+ #ifdef USE_IMPURITYMAP
65
+ uniform sampler2D impurityMap;
66
+ #endif
67
+ // CUSTOM END
68
+
69
+ uniform vec3 diffuse;
70
+ uniform vec3 emissive;
71
+ uniform float roughness;
72
+ uniform float metalness;
73
+ uniform float opacity;
74
+ #ifdef IOR
75
+ uniform float ior;
76
+ #endif
77
+ #ifdef SPECULAR
78
+ uniform float specularIntensity;
79
+ uniform vec3 specularColor;
80
+ #ifdef USE_SPECULARINTENSITYMAP
81
+ uniform sampler2D specularIntensityMap;
82
+ #endif
83
+ #ifdef USE_SPECULARCOLORMAP
84
+ uniform sampler2D specularColorMap;
85
+ #endif
86
+ #endif
87
+ #ifdef USE_CLEARCOAT
88
+ uniform float clearcoat;
89
+ uniform float clearcoatRoughness;
90
+ #endif
91
+ #ifdef USE_IRIDESCENCE
92
+ uniform float iridescence;
93
+ uniform float iridescenceIOR;
94
+ uniform float iridescenceThicknessMinimum;
95
+ uniform float iridescenceThicknessMaximum;
96
+ #endif
97
+ #ifdef USE_SHEEN
98
+ uniform vec3 sheenColor;
99
+ uniform float sheenRoughness;
100
+ #ifdef USE_SHEENCOLORMAP
101
+ uniform sampler2D sheenColorMap;
102
+ #endif
103
+ #ifdef USE_SHEENROUGHNESSMAP
104
+ uniform sampler2D sheenRoughnessMap;
105
+ #endif
106
+ #endif
107
+ varying vec3 vViewPosition;
108
+ #include <common>
109
+ #include <packing>
110
+ #include <dithering_pars_fragment>
111
+ #include <color_pars_fragment>
112
+ #include <uv_pars_fragment>
113
+ #include <map_pars_fragment>
114
+ #include <alphamap_pars_fragment>
115
+ #include <alphatest_pars_fragment>
116
+ #include <aomap_pars_fragment>
117
+ #include <lightmap_pars_fragment>
118
+ #include <emissivemap_pars_fragment>
119
+ #include <bsdfs>
120
+ #include <iridescence_fragment>
121
+ #include <cube_uv_reflection_fragment>
122
+ #include <envmap_common_pars_fragment>
123
+ #include <envmap_physical_pars_fragment>
124
+ #include <fog_pars_fragment>
125
+ #include <lights_pars_begin>
126
+ #include <normal_pars_fragment>
127
+ #include <lights_physical_pars_fragment>
128
+ #include <transmission_pars_fragment>
129
+ #include <shadowmap_pars_fragment>
130
+ #include <bumpmap_pars_fragment>
131
+ #include <normalmap_pars_fragment>
132
+ #include <clearcoat_pars_fragment>
133
+ #include <iridescence_pars_fragment>
134
+ #include <roughnessmap_pars_fragment>
135
+ #include <metalnessmap_pars_fragment>
136
+ #include <logdepthbuf_pars_fragment>
137
+ #include <clipping_planes_pars_fragment>
138
+
139
+
140
+
141
+ // CUSTOM START
142
+
143
+ varying vec4 initialPosition;
144
+ varying vec3 initialNormal;
145
+
146
+ varying vec3 frag_position;
147
+ varying vec3 frag_normal;
148
+
149
+ uniform vec3 center;
150
+ uniform float radius;
151
+ uniform samplerCube sphericalNormalMap;
152
+ uniform mat3 normalMatrix;
153
+ uniform mat4 modelMatrix;
154
+
155
+ uniform float impurityScale;
156
+ uniform vec3 colorTransferBegin;
157
+ uniform vec3 colorTransferEnd;
158
+ uniform float refractionIndex;
159
+ uniform float gamma;
160
+ uniform float contrast;
161
+ uniform float brightness;
162
+ uniform float dispersion;
163
+ uniform float tracingOpacity;
164
+
165
+
166
+ vec3 getIBLRadianceVariation( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {
167
+ #if defined( ENVMAP_TYPE_CUBE_UV )
168
+ vec3 reflectVec = reflect( - viewDir, normal );
169
+ // Mixing the reflection with the normal is more accurate and keeps rough objects from gathering light from behind their tangent plane.
170
+ reflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );
171
+ reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
172
+ vec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );
173
+ return min(envMapColor.rgb * envMapIntensity, vec3(1.0));
174
+ #else
175
+ return vec3( 0.0 );
176
+ #endif
177
+ }
178
+
179
+ vec3 calculateReflectedLight(vec3 position, vec3 normal, vec3 viewDir, PhysicalMaterial material, int depth) {
180
+
181
+ GeometricContext currentGeometry;
182
+ currentGeometry.position = (modelMatrix * vec4(position, 1.0)).xyz;
183
+
184
+ mat3 normalMatrix;
185
+ normalMatrix[0] = normalize(modelMatrix[0].xyz);
186
+ normalMatrix[1] = normalize(modelMatrix[1].xyz);
187
+ normalMatrix[2] = normalize(modelMatrix[2].xyz);
188
+
189
+ // Calculate the normal vector in world space
190
+ currentGeometry.normal = normalize(normalMatrix * normal);
191
+
192
+ // Calculate the view direction vector in world space
193
+ currentGeometry.viewDir = normalize(normalMatrix * -viewDir);
194
+
195
+ #ifdef USE_CLEARCOAT
196
+ currentGeometry.clearcoatNormal = clearcoatNormal;
197
+ #endif
198
+
199
+ ReflectedLight rLight;
200
+ IncidentLight dLight;
201
+
202
+ float temp = material.roughness;
203
+ material.roughness = 0.5;
204
+
205
+ #if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )
206
+
207
+ PointLight pointLight;
208
+ #if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0
209
+ PointLightShadow pointLightShadow;
210
+ #endif
211
+
212
+ #pragma unroll_loop_start
213
+ for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
214
+ pointLight = pointLights[ i ];
215
+ getPointLightInfo( pointLight, currentGeometry, dLight );
216
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )
217
+ pointLightShadow = pointLightShadows[ i ];
218
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;
219
+ #endif
220
+ RE_Direct( dLight, currentGeometry, material, rLight );
221
+ }
222
+ #pragma unroll_loop_end
223
+ #endif
224
+ #if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )
225
+ SpotLight spotLight;
226
+ #if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0
227
+ SpotLightShadow spotLightShadow;
228
+ #endif
229
+ #pragma unroll_loop_start
230
+ for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
231
+ spotLight = spotLights[ i ];
232
+ getSpotLightInfo( spotLight, currentGeometry, dLight );
233
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )
234
+ spotLightShadow = spotLightShadows[ i ];
235
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;
236
+ #endif
237
+ RE_Direct( dLight, currentGeometry, material, rLight );
238
+ }
239
+ #pragma unroll_loop_end
240
+ #endif
241
+
242
+ #if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )
243
+ DirectionalLight directionalLight;
244
+ #if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0
245
+ DirectionalLightShadow directionalLightShadow;
246
+ #endif
247
+ #pragma unroll_loop_start
248
+ for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
249
+ directionalLight = directionalLights[ i ];
250
+ getDirectionalLightInfo( directionalLight, currentGeometry, dLight );
251
+ #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )
252
+ directionalLightShadow = directionalLightShadows[ i ];
253
+ dLight.color *= all( bvec2( dLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;
254
+ #endif
255
+ RE_Direct( dLight, currentGeometry, material, rLight );
256
+ }
257
+ #pragma unroll_loop_end
258
+ #endif
259
+ material.roughness = temp;
260
+
261
+ #if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )
262
+ RectAreaLight rectAreaLight;
263
+ #pragma unroll_loop_start
264
+ for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {
265
+ rectAreaLight = rectAreaLights[ i ];
266
+ RE_Direct_RectArea( rectAreaLight, currentGeometry, material, rLight );
267
+ }
268
+ #pragma unroll_loop_end
269
+ #endif
270
+ #if defined( RE_IndirectDiffuse )
271
+ vec3 iblIrradiance = vec3( 0.0 );
272
+ vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );
273
+ irradiance += getLightProbeIrradiance( lightProbe, currentGeometry.normal );
274
+ #if ( NUM_HEMI_LIGHTS > 0 )
275
+ #pragma unroll_loop_start
276
+ for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
277
+ irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], currentGeometry.normal );
278
+ }
279
+ #pragma unroll_loop_end
280
+ #endif
281
+ #endif
282
+ #if defined( RE_IndirectSpecular )
283
+ vec3 radiance = vec3( 0.0 );
284
+ vec3 clearcoatRadiance = vec3( 0.0 );
285
+ #endif
286
+
287
+
288
+ #if defined( RE_IndirectDiffuse )
289
+ #ifdef USE_LIGHTMAP
290
+ vec4 lightMapTexel = texture2D( lightMap, vUv2 );
291
+ vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
292
+ irradiance += lightMapIrradiance;
293
+ #endif
294
+ #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )
295
+ iblIrradiance += getIBLIrradiance( currentGeometry.normal );
296
+ #endif
297
+ #endif
298
+ #if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )
299
+ radiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.normal, material.roughness );
300
+ #ifdef USE_CLEARCOAT
301
+ clearcoatRadiance += getIBLRadianceVariation( currentGeometry.viewDir, currentGeometry.clearcoatNormal, material.clearcoatRoughness );
302
+ #endif
303
+ #endif
304
+
305
+ #if defined( RE_IndirectDiffuse )
306
+ RE_IndirectDiffuse( irradiance, currentGeometry, material, rLight );
307
+ #endif
308
+ #if defined( RE_IndirectSpecular )
309
+ RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, currentGeometry, material, rLight );
310
+ #endif
311
+
312
+ if(depth >= 0) {
313
+ float frac = float(depth) / float(TRACING_DEPTH);
314
+ vec3 colorTransfer = (1.0-frac) * colorTransferBegin + frac * colorTransferEnd;
315
+ rLight.indirectSpecular *= colorTransfer;
316
+ rLight.directSpecular *= colorTransfer;
317
+ }
318
+
319
+ vec3 color = rLight.indirectSpecular + rLight.directSpecular + rLight.indirectDiffuse + rLight.directDiffuse;
320
+
321
+ // gamma
322
+ color = pow(color, vec3(1.0/gamma));
323
+
324
+ // contrast
325
+ color.rgb = ((color.rgb - 0.5) * max(contrast, 0.0)) + 0.5;
326
+
327
+ // brightness
328
+ color.r = min(max(color.r + brightness, 0.0), 1.0);
329
+ color.g = min(max(color.g + brightness, 0.0), 1.0);
330
+ color.b = min(max(color.b + brightness, 0.0), 1.0);
331
+
332
+ return color;
333
+ }
334
+
335
+ vec3 normalLookUp(vec3 dir) {
336
+ vec4 s = textureCube(sphericalNormalMap, dir);
337
+ if(s.a < 1.0/256.0) {
338
+ return normalize(vec3(-s.x, -s.y, -s.z));
339
+ } else if(s.a < 3.0/256.0) {
340
+ return normalize(vec3(-s.x, -s.y, s.z));
341
+ } else if(s.a < 5.0/256.0) {
342
+ return normalize(vec3(-s.x, s.y, -s.z));
343
+ } else if(s.a < 7.0/256.0) {
344
+ return normalize(vec3(s.x, -s.y, -s.z));
345
+ } else if(s.a < 9.0/256.0) {
346
+ return normalize(vec3(-s.x, s.y, s.z));
347
+ } else if(s.a < 11.0/256.0) {
348
+ return normalize(vec3(s.x, -s.y, s.z));
349
+ } else if(s.a < 13.0/256.0) {
350
+ return normalize(vec3(s.x, s.y, -s.z));
351
+ } else {
352
+ return normalize(s.xyz);
353
+ }
354
+ }
355
+
356
+ #ifdef USE_IMPURITYMAP
357
+ float impurityLookUp(vec3 dir) {
358
+ vec3 c = textureCube(impurityMap, dir.xy).rgb;
359
+ return (c.x + c.y + c.z) / 3.0;
360
+ }
361
+ #endif
362
+
363
+ vec3 raySphereIntersection(vec3 o, vec3 d) {
364
+
365
+ vec3 oc = o - center;
366
+ float a = dot(d, d);
367
+ float b = 2.0 * dot(oc, d);
368
+ float c = dot(oc,oc) - radius*radius;
369
+ float discriminant = b*b - 4.0*a*c;
370
+ if(discriminant < 0.0){
371
+ return vec3(0.0);
372
+ }
373
+ else{
374
+ return o +( (-b + sqrt(discriminant)) / (2.0*a)) * d;
375
+ }
376
+ }
377
+
378
+ vec3 hueToSaturatedColor(float hue) {
379
+ float r,g,b;
380
+ if (hue < 0.25){
381
+ float t = 1.0 - (hue / 0.25);
382
+ r = 1.0;
383
+ g = 1.0;
384
+ b = t;
385
+ } else if (hue < 0.5){
386
+ float t = 1.0 - (hue - 0.25 / 0.25);
387
+ r = 1.0;
388
+ g = t;
389
+ b = 0.0;
390
+ } else if (hue < 0.75){
391
+ float t = 1.0 - (hue - 0.5 / 0.25);
392
+ r = t;
393
+ g = 0.0;
394
+ b = 1.0 - t;
395
+ } else {
396
+ float t = hue - 0.75 / 0.25;
397
+ r = t;
398
+ g = t;
399
+ b = 1.0;
400
+ }
401
+ return vec3(r, g, b) / 0.5 + 0.5;
402
+ }
403
+ // CUSTOM END
404
+
405
+ void main() {
406
+ // CUSTOM START
407
+ vec3 frag_normal_normalized = frag_normal;
408
+ // CUSTOM END
409
+ #include <clipping_planes_fragment>
410
+ vec4 diffuseColor = vec4( diffuse, opacity );
411
+ ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
412
+ vec3 totalEmissiveRadiance = emissive;
413
+ #include <logdepthbuf_fragment>
414
+ #include <map_fragment>
415
+ #include <color_fragment>
416
+ #include <alphamap_fragment>
417
+ #include <alphatest_fragment>
418
+ #include <roughnessmap_fragment>
419
+ #include <metalnessmap_fragment>
420
+ #include <normal_fragment_begin>
421
+ #include <normal_fragment_maps>
422
+ #include <clearcoat_normal_fragment_begin>
423
+ #include <clearcoat_normal_fragment_maps>
424
+ #include <emissivemap_fragment>
425
+ #include <lights_physical_fragment>
426
+ #include <lights_fragment_begin>
427
+ #include <lights_fragment_maps>
428
+ #include <lights_fragment_end>
429
+ #include <aomap_fragment>
430
+ vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
431
+ vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
432
+ #include <transmission_fragment>
433
+ vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
434
+ #ifdef USE_SHEEN
435
+ float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
436
+ outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecular;
437
+ #endif
438
+ #ifdef USE_CLEARCOAT
439
+ float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );
440
+ vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
441
+ outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + clearcoatSpecular * material.clearcoat;
442
+ #endif
443
+ #include <output_fragment>
444
+
445
+ // CUSTOM START
446
+
447
+ // Extract the translation part of the model matrix
448
+ vec3 translation = modelMatrix[3].xyz;
449
+
450
+ // Extract the rotation part of the model matrix (3x3 upper-left submatrix)
451
+ mat3 rotationMatrix = mat3(modelMatrix);
452
+
453
+ // Calculate the inverse of the rotation matrix (transpose since it's orthogonal)
454
+ mat3 inverseRotationMatrix;
455
+ inverseRotationMatrix[0] = vec3(rotationMatrix[0].x, rotationMatrix[1].x, rotationMatrix[2].x);
456
+ inverseRotationMatrix[1] = vec3(rotationMatrix[0].y, rotationMatrix[1].y, rotationMatrix[2].y);
457
+ inverseRotationMatrix[2] = vec3(rotationMatrix[0].z, rotationMatrix[1].z, rotationMatrix[2].z);
458
+
459
+ // Calculate the camera position in model space
460
+ vec3 cameraPositionInModelSpace = inverseRotationMatrix * (cameraPosition - translation);
461
+
462
+ // Calculate the initial direction
463
+ vec3 initialDirection = normalize(frag_position.xyz - cameraPositionInModelSpace);
464
+
465
+ vec4 outgoingLight2;
466
+ float r_0 = (1.0-refractionIndex)/(1.0+refractionIndex);
467
+ r_0 = r_0*r_0;
468
+
469
+ float cos_theta_0 = -dot(initialDirection, frag_normal_normalized);
470
+ float r_0_outside = (refractionIndex-1.0)/(refractionIndex+1.0);
471
+ r_0_outside = r_0_outside*r_0_outside;
472
+ float initialProbability = r_0_outside + (1.0 - r_0_outside)*pow(1.0 - cos_theta_0, 5.0);
473
+
474
+ outgoingLight2 = vec4(calculateReflectedLight(frag_position, frag_normal_normalized, initialDirection, material, -1), 1.0);
475
+ // gl_FragColor = outgoingLight2;
476
+ // return;
477
+ if(TRACING_DEPTH > 0)
478
+ outgoingLight2 *= initialProbability;
479
+
480
+ vec3 tempColor;
481
+
482
+ #ifdef DISPERSION
483
+ const int loop = 3;
484
+ vec3 dispersionColor;
485
+ #else
486
+ const int loop = 1;
487
+ #endif
488
+ #pragma unroll_loop_start
489
+ for(int j = 0; j < loop; j++){
490
+ vec3 refractedDirection = refract(initialDirection, frag_normal_normalized, 1.0/refractionIndex + float(j)*dispersion * 0.025);
491
+ vec3 newPosition = raySphereIntersection(frag_position, refractedDirection);
492
+ vec3 lookUpVector = normalize(newPosition - center);
493
+ vec3 newNormal = normalLookUp(lookUpVector);
494
+ vec3 newDirection = reflect(refractedDirection, newNormal);
495
+
496
+ float currentProbability = 1.0;
497
+
498
+ #ifdef USE_IMPURITYMAP
499
+ float impurityProbability = impurityLookUp(lookUpVector);
500
+ currentProbability -= impurityProbability * impurityScale;
501
+ // gl_FragColor = vec4(vec3(impurityProbability), 1.0);
502
+ // return;
503
+ #endif
504
+
505
+ // if(0 == TRACING_DEPTH) {
506
+ // gl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);
507
+ // return;
508
+ // }
509
+
510
+ tempColor = vec3(0.0);
511
+ #pragma unroll_loop_start
512
+ for(int i = 0; i < TRACING_DEPTH; i++) {
513
+ // small position correction to avoid artefacts
514
+ newPosition = newPosition - lookUpVector * 1e-6;
515
+ newPosition = raySphereIntersection(newPosition, newDirection);
516
+ lookUpVector = normalize(newPosition - center);
517
+ newNormal = normalLookUp(lookUpVector);
518
+
519
+ float cos_theta = dot(newDirection, newNormal);
520
+ float ratio;
521
+ if(cos_theta > 0.0) {
522
+ ratio = refractionIndex;
523
+ } else {
524
+ cos_theta = -cos_theta;
525
+ ratio = 1.0 / refractionIndex;
526
+ }
527
+ float cos_theta_2 = 1.0 - ratio*ratio * (1.0 - cos_theta*cos_theta);
528
+ float probability = r_0 + (1.0 - r_0)*pow(1.0 - cos_theta, 5.0);
529
+ if(cos_theta_2 < 0.0) probability = 0.0;
530
+
531
+ vec3 refracted = refract(newDirection, newNormal*-1.0, 1.0/refractionIndex);
532
+ tempColor += probability * currentProbability * calculateReflectedLight(newPosition, newNormal*-1.0, reflect(refracted, newNormal), material, i);
533
+ if(i+1 == TRACING_DEPTH)
534
+ tempColor += (1.0 - probability) * currentProbability * calculateReflectedLight(newPosition, newNormal, newDirection, material, i);
535
+
536
+ newDirection = reflect(newDirection, newNormal);
537
+
538
+ // if(i+1 == TRACING_DEPTH) {
539
+ // gl_FragColor = vec4(0.5 * newNormal + 0.5, 1.0);
540
+ // return;
541
+ // }
542
+
543
+ currentProbability *= (1.0 - probability);
544
+ }
545
+ #pragma unroll_loop_end
546
+
547
+ #ifdef DISPERSION
548
+ if(j == 0) {
549
+ dispersionColor.r = tempColor.r;
550
+ } else if(j == 1) {
551
+ dispersionColor.g = tempColor.g;
552
+ } else if(j == 2) {
553
+ dispersionColor.b = tempColor.b;
554
+ }
555
+ tempColor = dispersionColor;
556
+ #endif
557
+ }
558
+ #pragma unroll_loop_end
559
+
560
+ if(TRACING_DEPTH > 0)
561
+ outgoingLight2.rgb += (1.0 - initialProbability) * tempColor;
562
+
563
+ float alpha = (1.0 - initialProbability) + initialProbability*tracingOpacity;
564
+ gl_FragColor = vec4(outgoingLight2.rgb, alpha*diffuseColor.a);
565
+
566
+ // CUSTOM END
567
+
568
+ #include <tonemapping_fragment>
569
+ #include <encodings_fragment>
570
+ #include <fog_fragment>
571
+ #include <premultiplied_alpha_fragment>
572
+ #include <dithering_fragment>
573
+ }
574
+
575
+ `