@uptimizr/dashboard 0.1.2 → 0.2.0

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.
Files changed (240) hide show
  1. package/out/404.html +1 -1
  2. package/out/__next.__PAGE__.txt +4 -4
  3. package/out/__next._full.txt +11 -11
  4. package/out/__next._head.txt +4 -4
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+ else if (fClipDistance2>0.0)
28
+ {discard;}
29
+ #endif
30
+ #ifdef CLIPPLANE3
31
+ else if (fClipDistance3>0.0)
32
+ {discard;}
33
+ #endif
34
+ #ifdef CLIPPLANE4
35
+ else if (fClipDistance4>0.0)
36
+ {discard;}
37
+ #endif
38
+ #ifdef CLIPPLANE5
39
+ else if (fClipDistance5>0.0)
40
+ {discard;}
41
+ #endif
42
+ #ifdef CLIPPLANE6
43
+ else if (fClipDistance6>0.0)
44
+ {discard;}
45
+ #endif
46
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["clipPlaneFragment",0,{name:r,shader:a}],69838)},56770,40671,e=>{"use strict";var o=e.i(12423);let t="fogFragmentDeclaration",i=`#ifdef FOG
47
+ #define FOGMODE_NONE 0.
48
+ #define FOGMODE_EXP 1.
49
+ #define FOGMODE_EXP2 2.
50
+ #define FOGMODE_LINEAR 3.
51
+ #define E 2.71828
52
+ uniform vec4 vFogInfos;uniform vec3 vFogColor;varying vec3 vFogDistance;float CalcFogFactor()
53
+ {float fogCoeff=1.0;float fogStart=vFogInfos.y;float fogEnd=vFogInfos.z;float fogDensity=vFogInfos.w;float fogDistance=length(vFogDistance);if (FOGMODE_LINEAR==vFogInfos.x)
54
+ {fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);}
55
+ else if (FOGMODE_EXP==vFogInfos.x)
56
+ {fogCoeff=1.0/pow(E,fogDistance*fogDensity);}
57
+ else if (FOGMODE_EXP2==vFogInfos.x)
58
+ {fogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);}
59
+ return clamp(fogCoeff,0.0,1.0);}
60
+ #endif
61
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["fogFragmentDeclaration",0,{name:t,shader:i}],56770);let r="fogFragment",a=`#ifdef FOG
62
+ float fog=CalcFogFactor();
63
+ #ifdef PBR
64
+ fog=toLinearSpace(fog);
65
+ #endif
66
+ color.rgb=mix(vFogColor,color.rgb,fog);
67
+ #endif
68
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["fogFragment",0,{name:r,shader:a}],40671)},65296,e=>{"use strict";var o=e.i(12423);let t="helperFunctions",i=`const float PI=3.1415926535897932384626433832795;const float TWO_PI=6.283185307179586;const float HALF_PI=1.5707963267948966;const float RECIPROCAL_PI=0.3183098861837907;const float RECIPROCAL_PI2=0.15915494309189535;const float RECIPROCAL_PI4=0.07957747154594767;const float HALF_MIN=5.96046448e-08;
69
+ const float LinearEncodePowerApprox=2.2;const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);const float Epsilon=0.0000001;
70
+ #define saturate(x) clamp(x,0.0,1.0)
71
+ #define absEps(x) abs(x)+Epsilon
72
+ #define maxEps(x) max(x,Epsilon)
73
+ #define saturateEps(x) clamp(x,Epsilon,1.0)
74
+ mat3 transposeMat3(mat3 inMatrix) {vec3 i0=inMatrix[0];vec3 i1=inMatrix[1];vec3 i2=inMatrix[2];mat3 outMatrix=mat3(
75
+ vec3(i0.x,i1.x,i2.x),
76
+ vec3(i0.y,i1.y,i2.y),
77
+ vec3(i0.z,i1.z,i2.z)
78
+ );return outMatrix;}
79
+ mat3 inverseMat3(mat3 inMatrix) {float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
80
+ b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
81
+ b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}
82
+ #if USE_EXACT_SRGB_CONVERSIONS
83
+ vec3 toLinearSpaceExact(vec3 color)
84
+ {vec3 nearZeroSection=0.0773993808*color;vec3 remainingSection=pow(0.947867299*(color+vec3(0.055)),vec3(2.4));
85
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
86
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.04045)));
87
+ #else
88
+ return
89
+ vec3(
90
+ color.r<=0.04045 ? nearZeroSection.r : remainingSection.r,
91
+ color.g<=0.04045 ? nearZeroSection.g : remainingSection.g,
92
+ color.b<=0.04045 ? nearZeroSection.b : remainingSection.b);
93
+ #endif
94
+ }
95
+ vec3 toGammaSpaceExact(vec3 color)
96
+ {vec3 nearZeroSection=12.92*color;vec3 remainingSection=1.055*pow(color,vec3(0.41666))-vec3(0.055);
97
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
98
+ return mix(remainingSection,nearZeroSection,lessThanEqual(color,vec3(0.0031308)));
99
+ #else
100
+ return
101
+ vec3(
102
+ color.r<=0.0031308 ? nearZeroSection.r : remainingSection.r,
103
+ color.g<=0.0031308 ? nearZeroSection.g : remainingSection.g,
104
+ color.b<=0.0031308 ? nearZeroSection.b : remainingSection.b);
105
+ #endif
106
+ }
107
+ #endif
108
+ float toLinearSpace(float color)
109
+ {
110
+ #if USE_EXACT_SRGB_CONVERSIONS
111
+ float nearZeroSection=0.0773993808*color;float remainingSection=pow(0.947867299*(color+0.055),2.4);return color<=0.04045 ? nearZeroSection : remainingSection;
112
+ #else
113
+ return pow(color,LinearEncodePowerApprox);
114
+ #endif
115
+ }
116
+ vec3 toLinearSpace(vec3 color)
117
+ {
118
+ #if USE_EXACT_SRGB_CONVERSIONS
119
+ return toLinearSpaceExact(color);
120
+ #else
121
+ return pow(color,vec3(LinearEncodePowerApprox));
122
+ #endif
123
+ }
124
+ vec4 toLinearSpace(vec4 color)
125
+ {
126
+ #if USE_EXACT_SRGB_CONVERSIONS
127
+ return vec4(toLinearSpaceExact(color.rgb),color.a);
128
+ #else
129
+ return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
130
+ #endif
131
+ }
132
+ float toGammaSpace(float color)
133
+ {
134
+ #if USE_EXACT_SRGB_CONVERSIONS
135
+ float nearZeroSection=12.92*color;float remainingSection=1.055*pow(color,0.41666)-0.055;return color<=0.0031308 ? nearZeroSection : remainingSection;
136
+ #else
137
+ return pow(color,GammaEncodePowerApprox);
138
+ #endif
139
+ }
140
+ vec3 toGammaSpace(vec3 color)
141
+ {
142
+ #if USE_EXACT_SRGB_CONVERSIONS
143
+ return toGammaSpaceExact(color);
144
+ #else
145
+ return pow(color,vec3(GammaEncodePowerApprox));
146
+ #endif
147
+ }
148
+ vec4 toGammaSpace(vec4 color)
149
+ {
150
+ #if USE_EXACT_SRGB_CONVERSIONS
151
+ return vec4(toGammaSpaceExact(color.rgb),color.a);
152
+ #else
153
+ return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
154
+ #endif
155
+ }
156
+ float square(float value)
157
+ {return value*value;}
158
+ vec3 square(vec3 value)
159
+ {return value*value;}
160
+ float pow5(float value) {float sq=value*value;return sq*sq*value;}
161
+ vec3 double_refract(vec3 I,vec3 N,float eta) {vec3 Tfront=refract(I,N,1.0/eta);vec3 Nback=normalize(reflect(N,Tfront));return refract(Tfront,-Nback,eta);}
162
+ float getLuminanceUnclamped(vec3 color)
163
+ {return dot(color,LuminanceEncodeApprox);}
164
+ float getLuminance(vec3 color)
165
+ {return saturate(getLuminanceUnclamped(color));}
166
+ float getRand(vec2 seed) {return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);}
167
+ float dither(vec2 seed,float varianceAmount) {float rand=getRand(seed);float normVariance=varianceAmount/255.0;float dither=mix(-normVariance,normVariance,rand);return dither;}
168
+ const float rgbdMaxRange=255.;vec4 toRGBD(vec3 color) {float maxRGB=maxEps(max(color.r,max(color.g,color.b)));float D =max(rgbdMaxRange/maxRGB,1.);D =saturate(floor(D)/255.);vec3 rgb=color.rgb*D;rgb=toGammaSpace(rgb);return vec4(saturate(rgb),D);}
169
+ vec3 fromRGBD(vec4 rgbd) {rgbd.rgb=toLinearSpace(rgbd.rgb);return rgbd.rgb/rgbd.a;}
170
+ vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {vec3 invOrigVec=vec3(1.)/origVec;vec3 halfSize=cubeSize*0.5;vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);vec3 intersectPositionWS=vertexPos+origVec*distance;return intersectPositionWS-cubePos;}
171
+ vec3 equirectangularToCubemapDirection(vec2 uv) {float longitude=uv.x*TWO_PI-PI;float latitude=HALF_PI-uv.y*PI;vec3 direction;direction.x=cos(latitude)*sin(longitude);direction.y=sin(latitude);direction.z=cos(latitude)*cos(longitude);return direction;}
172
+ float sqrtClamped(float value) {return sqrt(max(value,0.));}
173
+ float avg(vec3 value) {return dot(value,vec3(0.333333333));}
174
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
175
+ uint extractBits(uint value,int offset,int width) {return (value>>offset) & ((1u<<width)-1u);}
176
+ int onlyBitPosition(uint value) {return (floatBitsToInt(float(value))>>23)-0x7f;}
177
+ vec3 singleScatterToMultiScatterAlbedo(vec3 rho_ss) {vec3 s=sqrt(max(vec3(1.0)-rho_ss,vec3(0.0)));return (vec3(1.0)-s)*(vec3(1.0)-vec3(0.139)*s)/(vec3(1.0)+vec3(1.17)*s);}
178
+ vec3 multiScatterToSingleScatterAlbedo(vec3 rho_ms) {vec3 s=4.09712+4.20863*rho_ms-sqrt(9.59217+41.6808*rho_ms+17.7126*rho_ms*rho_ms);return 1.0-s*s;}
179
+ vec3 multiScatterToSingleScatterAlbedo(vec3 rho_ms,float aniso) {vec3 s=4.09712+4.20863*rho_ms-sqrt(9.59217+41.6808*rho_ms+17.7126*rho_ms*rho_ms);return (1.0-s*s)/maxEps(1.0-aniso*s*s);}
180
+ float min3(vec3 v) {return min(v.x,min(v.y,v.z));}
181
+ float max3(vec3 v) {return max(v.x,max(v.y,v.z));}
182
+ float uint2float(uint i) {return uintBitsToFloat(0x3F800000u | (i>>9u))-1.0;}
183
+ vec2 plasticSequence(const uint rstate) {return vec2(uint2float(rstate*3242174889u),
184
+ uint2float(rstate*2447445414u));}
185
+ #endif
186
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["helperFunctions",0,{name:t,shader:i}])},85668,e=>{"use strict";var o=e.i(12423);let t="sceneUboDeclaration",i=`layout(std140,column_major) uniform;uniform Scene {mat4 viewProjection;
187
+ #ifdef MULTIVIEW
188
+ mat4 viewProjectionR;
189
+ #endif
190
+ mat4 view;mat4 projection;vec4 vEyePosition;mat4 inverseProjection;};
191
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["sceneUboDeclaration",0,{name:t,shader:i}])},6232,92692,97226,e=>{"use strict";var o=e.i(12423);let t="meshUboDeclaration",i=`#ifdef WEBGL2
192
+ uniform mat4 world;uniform float visibility;
193
+ #else
194
+ layout(std140,column_major) uniform;uniform Mesh
195
+ {mat4 world;float visibility;};
196
+ #endif
197
+ #define WORLD_UBO
198
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["meshUboDeclaration",0,{name:t,shader:i}],6232);let r="mainUVVaryingDeclaration",a=`#ifdef MAINUV{X}
199
+ varying vec2 vMainUV{X};
200
+ #endif
201
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["mainUVVaryingDeclaration",0,{name:r,shader:a}],92692);let n="logDepthDeclaration",l=`#ifdef LOGARITHMICDEPTH
202
+ uniform float logarithmicDepthConstant;varying float vFragmentDepth;
203
+ #endif
204
+ `;o.ShaderStore.IncludesShadersStore[n]||(o.ShaderStore.IncludesShadersStore[n]=l),e.s(["logDepthDeclaration",0,{name:n,shader:l}],97226)},50438,e=>{"use strict";var o=e.i(12423);let t="harmonicsFunctions",i=`#ifdef USESPHERICALFROMREFLECTIONMAP
205
+ #ifdef SPHERICAL_HARMONICS
206
+ vec3 computeEnvironmentIrradiance(vec3 normal) {return vSphericalL00
207
+ + vSphericalL1_1*(normal.y)
208
+ + vSphericalL10*(normal.z)
209
+ + vSphericalL11*(normal.x)
210
+ + vSphericalL2_2*(normal.y*normal.x)
211
+ + vSphericalL2_1*(normal.y*normal.z)
212
+ + vSphericalL20*((3.0*normal.z*normal.z)-1.0)
213
+ + vSphericalL21*(normal.z*normal.x)
214
+ + vSphericalL22*(normal.x*normal.x-(normal.y*normal.y));}
215
+ #else
216
+ vec3 computeEnvironmentIrradiance(vec3 normal) {float Nx=normal.x;float Ny=normal.y;float Nz=normal.z;vec3 C1=vSphericalZZ.rgb;vec3 Cx=vSphericalX.rgb;vec3 Cy=vSphericalY.rgb;vec3 Cz=vSphericalZ.rgb;vec3 Cxx_zz=vSphericalXX_ZZ.rgb;vec3 Cyy_zz=vSphericalYY_ZZ.rgb;vec3 Cxy=vSphericalXY.rgb;vec3 Cyz=vSphericalYZ.rgb;vec3 Czx=vSphericalZX.rgb;vec3 a1=Cyy_zz*Ny+Cy;vec3 a2=Cyz*Nz+a1;vec3 b1=Czx*Nz+Cx;vec3 b2=Cxy*Ny+b1;vec3 b3=Cxx_zz*Nx+b2;vec3 t1=Cz *Nz+C1;vec3 t2=a2 *Ny+t1;vec3 t3=b3 *Nx+t2;return t3;}
217
+ #endif
218
+ #endif
219
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["harmonicsFunctions",0,{name:t,shader:i}])},60990,e=>{"use strict";var o=e.i(12423);let t="pbrBRDFFunctions",i=`#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
220
+ #define BRDF_DIFFUSE_MODEL_EON 0
221
+ #define BRDF_DIFFUSE_MODEL_BURLEY 1
222
+ #define BRDF_DIFFUSE_MODEL_LAMBERT 2
223
+ #define BRDF_DIFFUSE_MODEL_LEGACY 3
224
+ #define DIELECTRIC_SPECULAR_MODEL_GLTF 0
225
+ #define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1
226
+ #define CONDUCTOR_SPECULAR_MODEL_GLTF 0
227
+ #define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1
228
+ #if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)
229
+ #ifdef MS_BRDF_ENERGY_CONSERVATION
230
+ vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
231
+ #endif
232
+ #if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR
233
+ #define F82_COS_THETA_MAX 0.142857143
234
+ #define F82_ONE_MINUS_CTM_POW5 0.462664366
235
+ #define F82_ONE_MINUS_CTM_POW6 0.396569457
236
+ #define F82_B_DENOMINATOR_RECIP 17.6512785
237
+ #define BRDF_Z_SCALE 16.0
238
+ vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {vec3 white_minus_F0=vec3(1.0)-F0;vec3 b=(F0+white_minus_F0*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
239
+ vec3 getF82B(vec3 F0,vec3 edgeTint) {return (F0+(vec3(1.0)-F0)*F82_ONE_MINUS_CTM_POW5)*(vec3(1.0)-edgeTint)*F82_B_DENOMINATOR_RECIP;}
240
+ vec3 getF82DirectionalAlbedo(vec3 F0,vec3 F90,vec3 b,vec3 environmentBrdf) {return (F90-F0)*environmentBrdf.x+F0*environmentBrdf.y-b*environmentBrdf.z;}
241
+ vec3 getF82AverageFresnel(vec3 F0,vec3 b) {return F0+(vec3(1.0)-F0)/21.0-b/126.0;}
242
+ #endif
243
+ #ifdef FUZZENVIRONMENTBRDF
244
+ vec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}
245
+ #endif
246
+ #ifdef ENVIRONMENTBRDF
247
+ vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);
248
+ #ifdef ENVIRONMENTBRDF_RGBD
249
+ brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
250
+ #endif
251
+ return brdfLookup.rgb;}
252
+ vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {
253
+ #ifdef BRDF_V_HEIGHT_CORRELATED
254
+ vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
255
+ #else
256
+ vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
257
+ #endif
258
+ return reflectance;}
259
+ vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {
260
+ #ifdef BRDF_V_HEIGHT_CORRELATED
261
+ vec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
262
+ #else
263
+ vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
264
+ #endif
265
+ return reflectance;}
266
+ #endif
267
+ /* NOT USED
268
+ #if defined(SHEEN) && defined(SHEEN_SOFTER)
269
+ float getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)
270
+ {float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}
271
+ #endif
272
+ */
273
+ #if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)
274
+ vec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
275
+ {float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
276
+ #endif
277
+ #if defined(SHEEN) && defined(ENVIRONMENTBRDF)
278
+ /**
279
+ * The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.
280
+ * The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table
281
+ */
282
+ vec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}
283
+ #endif
284
+ vec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)
285
+ {return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
286
+ float fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)
287
+ {return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
288
+ #ifdef CLEARCOAT
289
+ vec3 getR0RemappedForClearCoat(vec3 f0) {
290
+ #ifdef CLEARCOAT_DEFAULTIOR
291
+ #ifdef MOBILE
292
+ return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
293
+ #else
294
+ return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
295
+ #endif
296
+ #else
297
+ vec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);
298
+ #endif
299
+ }
300
+ #endif
301
+ #ifdef IRIDESCENCE
302
+ const mat3 XYZ_TO_REC709=mat3(
303
+ 3.2404542,-0.9692660, 0.0556434,
304
+ -1.5371385, 1.8760108,-0.2040259,
305
+ -0.4985314, 0.0415560, 1.0572252
306
+ );vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}
307
+ vec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}
308
+ float getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}
309
+ vec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}
310
+ vec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}
311
+ float cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999));
312
+ vec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);float maxR1=max(R1.r,max(R1.g,R1.b));if (maxR1<1e-6) {return max(vec3(R12),vec3(0.0));}
313
+ vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)
314
+ {Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}
315
+ return max(I,vec3(0.0));}
316
+ #endif
317
+ float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)
318
+ {float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}
319
+ #ifdef SHEEN
320
+ float normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)
321
+ {float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}
322
+ #endif
323
+ #ifdef ANISOTROPIC
324
+ float normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}
325
+ #endif
326
+ #ifdef BRDF_V_HEIGHT_CORRELATED
327
+ float smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {
328
+ #ifdef MOBILE
329
+ float GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);
330
+ #else
331
+ float a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);
332
+ #endif
333
+ }
334
+ #else
335
+ float smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)
336
+ {
337
+ #ifdef MOBILE
338
+ return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
339
+ #else
340
+ float alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));
341
+ #endif
342
+ }
343
+ float smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)
344
+ {float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}
345
+ #endif
346
+ #ifdef ANISOTROPIC
347
+ float smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}
348
+ #endif
349
+ #ifdef CLEARCOAT
350
+ float visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }
351
+ #endif
352
+ #ifdef SHEEN
353
+ float visibility_Ashikhmin(float NdotL,float NdotV)
354
+ {return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}
355
+ /* NOT USED
356
+ #ifdef SHEEN_SOFTER
357
+ float l(float x,float alphaG)
358
+ {float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}
359
+ float lambdaSheen(float cosTheta,float alphaG)
360
+ {return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}
361
+ float visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)
362
+ {float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}
363
+ #endif
364
+ */
365
+ #endif
366
+ float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =
367
+ (1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
368
+ (1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
369
+ const float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)
370
+ {float sigma=roughness;
371
+ float mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,
372
+ 0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}
373
+ vec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)
374
+ {vec3 rho=albedo;float sigma=roughness;
375
+ float mu_i=NdotL;
376
+ float mu_o=NdotV;
377
+ float s=LdotV-mu_i*mu_o;
378
+ float sovertF=s>0.0 ? s/max(mu_i,mu_o) : s;
379
+ float AF=1.0/(1.0+constant1_FON*sigma);
380
+ vec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF);
381
+ float EFo=E_FON_approx(mu_o,sigma);
382
+ float EFi=E_FON_approx(mu_i,sigma);
383
+ float avgEF=AF*(1.0+constant2_FON*sigma);
384
+ vec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo)
385
+ * max(eps,1.0-EFi)
386
+ / max(eps,1.0-avgEF);return (f_ss+f_ms);}
387
+ #ifdef SS_TRANSLUCENCY
388
+ vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
389
+ float computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}
390
+ #endif
391
+ #endif
392
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["pbrBRDFFunctions",0,{name:t,shader:i}])},14469,e=>{"use strict";var o=e.i(12423);e.i(85668),e.i(6232);let t="openpbrUboDeclaration",i=`layout(std140,column_major) uniform;uniform Material {vec2 vTangentSpaceParams;vec4 vLightingIntensity;float pointSize;vec2 vDebugMode;vec2 renderTargetSize;vec4 cameraInfo;vec4 vTextureRepetitionHexTilingParams;mat4 backgroundRefractionMatrix;vec3 vBackgroundRefractionInfos;vec2 vReflectionInfos;mat4 reflectionMatrix;vec3 vReflectionMicrosurfaceInfos;vec3 vReflectionPosition;vec3 vReflectionSize;vec2 vReflectionFilteringInfo;vec3 vReflectionDominantDirection;vec3 vReflectionColor;vec3 vSphericalL00;vec3 vSphericalL1_1;vec3 vSphericalL10;vec3 vSphericalL11;vec3 vSphericalL2_2;vec3 vSphericalL2_1;vec3 vSphericalL20;vec3 vSphericalL21;vec3 vSphericalL22;vec3 vSphericalX;vec3 vSphericalY;vec3 vSphericalZ;vec3 vSphericalXX_ZZ;vec3 vSphericalYY_ZZ;vec3 vSphericalZZ;vec3 vSphericalXY;vec3 vSphericalYZ;vec3 vSphericalZX;float vBaseWeight;vec4 vBaseColor;float vBaseDiffuseRoughness;vec4 vReflectanceInfo;vec4 vSpecularColor;vec3 vSpecularAnisotropy;float vTransmissionWeight;vec3 vTransmissionColor;float vTransmissionDepth;vec3 vTransmissionScatter;float vTransmissionScatterAnisotropy;float vTransmissionDispersionScale;float vTransmissionDispersionAbbeNumber;float vSubsurfaceWeight;vec3 vSubsurfaceColor;float vSubsurfaceRadius;vec3 vSubsurfaceRadiusScale;float vSubsurfaceScatterAnisotropy;float vCoatWeight;vec3 vCoatColor;float vCoatRoughness;float vCoatRoughnessAnisotropy;float vCoatIor;float vCoatDarkening;float vFuzzWeight;vec3 vFuzzColor;float vFuzzRoughness;float vGeometryThinWalled;vec2 vGeometryCoatTangent;float vGeometryThickness;vec3 vEmissionColor;float vThinFilmWeight;vec2 vThinFilmThickness;float vThinFilmIor;vec2 vBaseWeightInfos;mat4 baseWeightMatrix;vec2 vBaseColorInfos;mat4 baseColorMatrix;vec2 vBaseDiffuseRoughnessInfos;mat4 baseDiffuseRoughnessMatrix;vec2 vBaseMetalnessInfos;mat4 baseMetalnessMatrix;vec2 vSpecularWeightInfos;mat4 specularWeightMatrix;vec2 vSpecularColorInfos;mat4 specularColorMatrix;vec2 vSpecularRoughnessInfos;mat4 specularRoughnessMatrix;vec2 vSpecularRoughnessAnisotropyInfos;mat4 specularRoughnessAnisotropyMatrix;vec2 vTransmissionWeightInfos;mat4 transmissionWeightMatrix;vec2 vTransmissionColorInfos;mat4 transmissionColorMatrix;vec2 vTransmissionDepthInfos;mat4 transmissionDepthMatrix;vec2 vTransmissionScatterInfos;mat4 transmissionScatterMatrix;vec2 vTransmissionDispersionScaleInfos;mat4 transmissionDispersionScaleMatrix;vec2 vSubsurfaceWeightInfos;mat4 subsurfaceWeightMatrix;vec2 vSubsurfaceColorInfos;mat4 subsurfaceColorMatrix;vec2 vSubsurfaceRadiusScaleInfos;mat4 subsurfaceRadiusScaleMatrix;vec2 vCoatWeightInfos;mat4 coatWeightMatrix;vec2 vCoatColorInfos;mat4 coatColorMatrix;vec2 vCoatRoughnessInfos;mat4 coatRoughnessMatrix;vec2 vCoatRoughnessAnisotropyInfos;mat4 coatRoughnessAnisotropyMatrix;vec2 vCoatDarkeningInfos;mat4 coatDarkeningMatrix;vec2 vFuzzWeightInfos;mat4 fuzzWeightMatrix;vec2 vFuzzColorInfos;mat4 fuzzColorMatrix;vec2 vFuzzRoughnessInfos;mat4 fuzzRoughnessMatrix;vec2 vGeometryNormalInfos;mat4 geometryNormalMatrix;vec2 vGeometryTangentInfos;mat4 geometryTangentMatrix;vec2 vGeometryCoatNormalInfos;mat4 geometryCoatNormalMatrix;vec2 vGeometryCoatTangentInfos;mat4 geometryCoatTangentMatrix;vec2 vGeometryOpacityInfos;mat4 geometryOpacityMatrix;vec2 vGeometryThicknessInfos;mat4 geometryThicknessMatrix;vec2 vEmissionColorInfos;mat4 emissionColorMatrix;vec2 vThinFilmWeightInfos;mat4 thinFilmWeightMatrix;vec2 vThinFilmThicknessInfos;mat4 thinFilmThicknessMatrix;vec2 vAmbientOcclusionInfos;mat4 ambientOcclusionMatrix;
393
+ #define ADDITIONAL_UBO_DECLARATION
394
+ };
395
+ #include<sceneUboDeclaration>
396
+ #include<meshUboDeclaration>
397
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["openpbrUboDeclaration",0,{name:t,shader:i}])},80825,9275,e=>{"use strict";var o=e.i(12423);let t="samplerFragmentDeclaration",i=`#ifdef _DEFINENAME_
398
+ #if _DEFINENAME_DIRECTUV==1
399
+ #define v_VARYINGNAME_UV vMainUV1
400
+ #elif _DEFINENAME_DIRECTUV==2
401
+ #define v_VARYINGNAME_UV vMainUV2
402
+ #elif _DEFINENAME_DIRECTUV==3
403
+ #define v_VARYINGNAME_UV vMainUV3
404
+ #elif _DEFINENAME_DIRECTUV==4
405
+ #define v_VARYINGNAME_UV vMainUV4
406
+ #elif _DEFINENAME_DIRECTUV==5
407
+ #define v_VARYINGNAME_UV vMainUV5
408
+ #elif _DEFINENAME_DIRECTUV==6
409
+ #define v_VARYINGNAME_UV vMainUV6
410
+ #else
411
+ varying vec2 v_VARYINGNAME_UV;
412
+ #endif
413
+ uniform sampler2D _SAMPLERNAME_Sampler;
414
+ #endif
415
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["samplerFragmentDeclaration",0,{name:t,shader:i}],80825);let r="reflectionFunction",a=`vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)
416
+ {float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0); }
417
+ vec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)
418
+ {float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(1.0-s,t,0); }
419
+ vec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
420
+ {vec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);vec3 r=normalize(reflect(cameraToVertex,worldNormal));r=vec3(reflectionMatrix*vec4(r,0));float lon=atan(r.z,r.x);float lat=acos(r.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0);}
421
+ vec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)
422
+ {vec3 viewDir=normalize(vec3(view*worldPos));vec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));vec3 r=reflect(viewDir,viewNormal);r=vec3(reflectionMatrix*vec4(r,0));r.z=r.z-1.0;float m=2.0*length(r);return vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);}
423
+ vec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
424
+ {vec3 viewDir=worldPos.xyz-eyePosition;vec3 coords=normalize(reflect(viewDir,worldNormal));return vec3(reflectionMatrix*vec4(coords,1));}
425
+ vec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
426
+ {vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=vec3(reflectionMatrix*vec4(coords,0));
427
+ #ifdef INVERTCUBICMAP
428
+ coords.y*=-1.0;
429
+ #endif
430
+ return coords;}
431
+ vec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)
432
+ {vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=vec3(reflectionMatrix*vec4(coords,0));
433
+ #ifdef INVERTCUBICMAP
434
+ coords.y*=-1.0;
435
+ #endif
436
+ return coords;}
437
+ vec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)
438
+ {return vec3(reflectionMatrix*(view*worldPos));}
439
+ vec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)
440
+ {return vec3(reflectionMatrix*vec4(positionW,1.));}
441
+ #ifdef REFLECTION
442
+ vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)
443
+ {
444
+ #ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED
445
+ vec3 direction=normalize(vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);
446
+ #endif
447
+ #ifdef REFLECTIONMAP_EQUIRECTANGULAR_FIXED
448
+ vec3 direction=normalize(vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);
449
+ #endif
450
+ #ifdef REFLECTIONMAP_EQUIRECTANGULAR
451
+ return computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
452
+ #endif
453
+ #ifdef REFLECTIONMAP_SPHERICAL
454
+ return computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);
455
+ #endif
456
+ #ifdef REFLECTIONMAP_PLANAR
457
+ return computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
458
+ #endif
459
+ #ifdef REFLECTIONMAP_CUBIC
460
+ #ifdef USE_LOCAL_REFLECTIONMAP_CUBIC
461
+ return computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);
462
+ #else
463
+ return computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
464
+ #endif
465
+ #endif
466
+ #ifdef REFLECTIONMAP_PROJECTION
467
+ return computeProjectionCoords(worldPos,view,reflectionMatrix);
468
+ #endif
469
+ #ifdef REFLECTIONMAP_SKYBOX
470
+ return computeSkyBoxCoords(vPositionUVW,reflectionMatrix);
471
+ #endif
472
+ #ifdef REFLECTIONMAP_EXPLICIT
473
+ return vec3(0,0,0);
474
+ #endif
475
+ }
476
+ #endif
477
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["reflectionFunction",0,{name:r,shader:a}],9275)},66437,93263,e=>{"use strict";var o=e.i(12423);let t="pbrFragmentReflectionDeclaration",i=`#ifdef REFLECTION
478
+ #ifdef REFLECTIONMAP_3D
479
+ #define sampleReflection(s,c) textureCube(s,c)
480
+ uniform samplerCube reflectionSampler;
481
+ #ifdef LODBASEDMICROSFURACE
482
+ #define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)
483
+ #else
484
+ uniform samplerCube reflectionSamplerLow;uniform samplerCube reflectionSamplerHigh;
485
+ #endif
486
+ #ifdef USEIRRADIANCEMAP
487
+ uniform samplerCube irradianceSampler;
488
+ #endif
489
+ #else
490
+ #define sampleReflection(s,c) texture2D(s,c)
491
+ uniform sampler2D reflectionSampler;
492
+ #ifdef LODBASEDMICROSFURACE
493
+ #define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)
494
+ #else
495
+ uniform sampler2D reflectionSamplerLow;uniform sampler2D reflectionSamplerHigh;
496
+ #endif
497
+ #ifdef USEIRRADIANCEMAP
498
+ uniform sampler2D irradianceSampler;
499
+ #endif
500
+ #endif
501
+ #ifdef REFLECTIONMAP_SKYBOX
502
+ varying vec3 vPositionUVW;
503
+ #else
504
+ #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)
505
+ varying vec3 vDirectionW;
506
+ #endif
507
+ #endif
508
+ #endif
509
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["pbrFragmentReflectionDeclaration",0,{name:t,shader:i}],66437);let r="pbrIBLFunctions",a=`#if defined(REFLECTION) || defined(SS_REFRACTION)
510
+ float getLodFromAlphaG(float cubeMapDimensionPixels,float microsurfaceAverageSlope) {float microsurfaceAverageSlopeTexels=cubeMapDimensionPixels*microsurfaceAverageSlope;float lod=log2(microsurfaceAverageSlopeTexels);return lod;}
511
+ float getLinearLodFromRoughness(float cubeMapDimensionPixels,float roughness) {float lod=log2(cubeMapDimensionPixels)*roughness;return lod;}
512
+ #endif
513
+ #if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION)
514
+ float environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {float temp=NdotVUnclamped+ambientOcclusion;return saturate(square(temp)-1.0+ambientOcclusion);}
515
+ #endif
516
+ #if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION)
517
+ float environmentHorizonOcclusion(vec3 view,vec3 normal,vec3 geometricNormal) {vec3 reflection=reflect(view,normal);float temp=saturate(1.0+1.1*dot(reflection,geometricNormal));return square(temp);}
518
+ #endif
519
+ #if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA)
520
+ #define UNPACK_LOD(x) (1.0-x)*255.0
521
+ float getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {float microsurfaceAverageSlope=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);}
522
+ #endif
523
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["pbrIBLFunctions",0,{name:r,shader:a}],93263)},28189,74545,22633,50898,e=>{"use strict";var o=e.i(12423);let t="sceneFragmentDeclaration",i=`uniform mat4 viewProjection;
524
+ #ifdef MULTIVIEW
525
+ uniform mat4 viewProjectionR;
526
+ #endif
527
+ uniform mat4 view;uniform mat4 projection;uniform vec4 vEyePosition;uniform mat4 inverseProjection;
528
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["sceneFragmentDeclaration",0,{name:t,shader:i}],28189);let r="openpbrDielectricReflectance",a=`struct ReflectanceParams
529
+ {float F0;float F90;vec3 coloredF0;vec3 coloredF90;};
530
+ #define pbr_inline
531
+ ReflectanceParams dielectricReflectance(
532
+ in float insideIOR,in float outsideIOR,in vec3 specularColor,in float specularWeight
533
+ )
534
+ {ReflectanceParams outParams;float dielectricF0=pow((insideIOR-outsideIOR)/(insideIOR+outsideIOR),2.0);float dielectricF0_NoSpec=pow((1.0-outsideIOR)/(1.0+outsideIOR),2.0);float f90Scale=clamp(2.0*abs(insideIOR-outsideIOR),0.0,1.0);float f90Scale_NoSpec=clamp(2.0*abs(1.0-outsideIOR),0.0,1.0);
535
+ #if (DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_OPENPBR)
536
+ vec3 dielectricColorF90=specularColor.rgb*vec3(f90Scale);vec3 dielectricColorF90_NoSpec=specularColor.rgb*vec3(f90Scale_NoSpec);
537
+ #else
538
+ vec3 dielectricColorF90=vec3(f90Scale);vec3 dielectricColorF90_NoSpec=vec3(f90Scale_NoSpec);
539
+ #endif
540
+ #if DIELECTRIC_SPECULAR_MODEL==DIELECTRIC_SPECULAR_MODEL_GLTF
541
+ float maxF0=max(specularColor.r,max(specularColor.g,specularColor.b));outParams.F0=mix(dielectricF0_NoSpec,dielectricF0,specularWeight)*maxF0;
542
+ #else
543
+ outParams.F0=mix(dielectricF0_NoSpec,dielectricF0,specularWeight);
544
+ #endif
545
+ outParams.F90=mix(f90Scale_NoSpec,f90Scale,specularWeight);outParams.coloredF0=mix(vec3(dielectricF0_NoSpec),vec3(dielectricF0),specularWeight)*specularColor.rgb;outParams.coloredF90=mix(dielectricColorF90_NoSpec,dielectricColorF90,specularWeight);return outParams;}
546
+ `;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["openpbrDielectricReflectance",0,{name:r,shader:a}],74545);let n="openpbrGeometryInfo",l=`struct geometryInfoOutParams
547
+ {float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;};struct geometryInfoAnisoOutParams
548
+ {float NdotV;float NdotVUnclamped;vec3 environmentBrdf;float horizonOcclusion;float anisotropy;vec3 anisotropicTangent;vec3 anisotropicBitangent;mat3 TBN;};
549
+ #define pbr_inline
550
+ geometryInfoOutParams geometryInfo(
551
+ in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
552
+ )
553
+ {geometryInfoOutParams outParams;outParams.NdotVUnclamped=dot(normalW,viewDirectionW);outParams.NdotV=absEps(outParams.NdotVUnclamped);
554
+ #if defined(ENVIRONMENTBRDF)
555
+ outParams.environmentBrdf=getBRDFLookup(outParams.NdotV,roughness);
556
+ #else
557
+ outParams.environmentBrdf=vec3(0.0);
558
+ #endif
559
+ outParams.horizonOcclusion=1.0;
560
+ #if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
561
+ #ifdef HORIZONOCCLUSION
562
+ #if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL)
563
+ #ifdef REFLECTIONMAP_3D
564
+ outParams.horizonOcclusion=environmentHorizonOcclusion(-viewDirectionW,normalW,geometricNormalW);
565
+ #endif
566
+ #endif
567
+ #endif
568
+ #endif
569
+ return outParams;}
570
+ #define pbr_inline
571
+ geometryInfoAnisoOutParams geometryInfoAniso(
572
+ in vec3 normalW,in vec3 viewDirectionW,in float roughness,in vec3 geometricNormalW
573
+ ,in vec3 vAnisotropy,in mat3 TBN
574
+ )
575
+ {geometryInfoOutParams geoInfo=geometryInfo(normalW,viewDirectionW,roughness,geometricNormalW);geometryInfoAnisoOutParams outParams;outParams.NdotV=geoInfo.NdotV;outParams.NdotVUnclamped=geoInfo.NdotVUnclamped;outParams.environmentBrdf=geoInfo.environmentBrdf;outParams.horizonOcclusion=geoInfo.horizonOcclusion;outParams.anisotropy=vAnisotropy.b;vec3 anisotropyDirection=vec3(vAnisotropy.xy,0.);mat3 anisoTBN=mat3(normalize(TBN[0]),normalize(TBN[1]),normalize(TBN[2]));outParams.anisotropicTangent=normalize(anisoTBN*anisotropyDirection);outParams.anisotropicBitangent=normalize(cross(anisoTBN[2],outParams.anisotropicTangent));outParams.TBN=TBN;return outParams;}`;o.ShaderStore.IncludesShadersStore[n]||(o.ShaderStore.IncludesShadersStore[n]=l),e.s(["openpbrGeometryInfo",0,{name:n,shader:l}],22633);let c="openpbrIblFunctions",f=`#ifdef REFLECTION
576
+ vec3 sampleIrradiance(
577
+ in vec3 surfaceNormal
578
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
579
+ ,in vec3 vEnvironmentIrradianceSH
580
+ #endif
581
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
582
+ ,in mat4 iblMatrix
583
+ #endif
584
+ #ifdef USEIRRADIANCEMAP
585
+ #ifdef REFLECTIONMAP_3D
586
+ ,in samplerCube irradianceSampler
587
+ #else
588
+ ,in sampler2D irradianceSampler
589
+ #endif
590
+ #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
591
+ ,in vec3 reflectionDominantDirection
592
+ #endif
593
+ #endif
594
+ #ifdef REALTIME_FILTERING
595
+ ,in vec2 vReflectionFilteringInfo
596
+ #ifdef IBL_CDF_FILTERING
597
+ ,in sampler2D icdfSampler
598
+ #endif
599
+ #endif
600
+ ,in vec2 vReflectionInfos
601
+ ,in vec3 viewDirectionW
602
+ ,in float diffuseRoughness
603
+ ,in vec3 surfaceAlbedo
604
+ ) {vec3 environmentIrradiance=vec3(0.,0.,0.);
605
+ #if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))
606
+ vec3 irradianceVector=(iblMatrix*vec4(surfaceNormal,0)).xyz;vec3 irradianceView=(iblMatrix*vec4(viewDirectionW,0)).xyz;
607
+ #if !defined(USE_IRRADIANCE_DOMINANT_DIRECTION) && !defined(REALTIME_FILTERING)
608
+ #if BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LAMBERT && BASE_DIFFUSE_MODEL != BRDF_DIFFUSE_MODEL_LEGACY
609
+ {float NdotV=max(dot(surfaceNormal,viewDirectionW),0.0);irradianceVector=mix(irradianceVector,irradianceView,(0.5*(1.0-NdotV))*diffuseRoughness);}
610
+ #endif
611
+ #endif
612
+ #ifdef REFLECTIONMAP_OPPOSITEZ
613
+ irradianceVector.z*=-1.0;irradianceView.z*=-1.0;
614
+ #endif
615
+ #ifdef INVERTCUBICMAP
616
+ irradianceVector.y*=-1.0;irradianceView.y*=-1.0;
617
+ #endif
618
+ #endif
619
+ #ifdef USESPHERICALFROMREFLECTIONMAP
620
+ #if defined(NORMAL) && defined(USESPHERICALINVERTEX)
621
+ environmentIrradiance=vEnvironmentIrradianceSH;
622
+ #else
623
+ #if defined(REALTIME_FILTERING)
624
+ environmentIrradiance=irradiance(reflectionSampler,irradianceVector,vReflectionFilteringInfo,diffuseRoughness,surfaceAlbedo,irradianceView
625
+ #ifdef IBL_CDF_FILTERING
626
+ ,icdfSampler
627
+ #endif
628
+ );
629
+ #else
630
+ environmentIrradiance=computeEnvironmentIrradiance(irradianceVector);
631
+ #endif
632
+ #endif
633
+ #elif defined(USEIRRADIANCEMAP)
634
+ #ifdef REFLECTIONMAP_3D
635
+ vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,irradianceVector);
636
+ #else
637
+ vec4 environmentIrradianceFromTexture=sampleReflection(irradianceSampler,reflectionCoords);
638
+ #endif
639
+ environmentIrradiance=environmentIrradianceFromTexture.rgb;
640
+ #ifdef RGBDREFLECTION
641
+ environmentIrradiance.rgb=fromRGBD(environmentIrradianceFromTexture);
642
+ #endif
643
+ #ifdef GAMMAREFLECTION
644
+ environmentIrradiance.rgb=toLinearSpace(environmentIrradiance.rgb);
645
+ #endif
646
+ #ifdef USE_IRRADIANCE_DOMINANT_DIRECTION
647
+ vec3 Ls=normalize(reflectionDominantDirection);float NoL=dot(irradianceVector,Ls);float NoV=dot(irradianceVector,irradianceView);vec3 diffuseRoughnessTerm=vec3(1.0);
648
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
649
+ float LoV=dot (Ls,irradianceView);float mag=length(reflectionDominantDirection)*2.0;vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;diffuseRoughnessTerm=diffuseRoughnessTerm/clampedAlbedo;diffuseRoughnessTerm=mix(vec3(1.0),diffuseRoughnessTerm,sqrt(clamp(mag*NoV,0.0,1.0)));
650
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
651
+ vec3 H=(irradianceView+Ls)*0.5;float VoH=dot(irradianceView,H);diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);
652
+ #endif
653
+ environmentIrradiance=environmentIrradiance.rgb*diffuseRoughnessTerm;
654
+ #endif
655
+ #endif
656
+ environmentIrradiance*=vReflectionInfos.x;return environmentIrradiance;}
657
+ #define pbr_inline
658
+ #ifdef REFLECTIONMAP_3D
659
+ vec3 createReflectionCoords(
660
+ #else
661
+ vec2 createReflectionCoords(
662
+ #endif
663
+ in vec3 vPositionW
664
+ ,in vec3 normalW
665
+ )
666
+ {vec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);
667
+ #ifdef REFLECTIONMAP_OPPOSITEZ
668
+ reflectionVector.z*=-1.0;
669
+ #endif
670
+ #ifdef REFLECTIONMAP_3D
671
+ vec3 reflectionCoords=reflectionVector;
672
+ #else
673
+ vec2 reflectionCoords=reflectionVector.xy;
674
+ #ifdef REFLECTIONMAP_PROJECTION
675
+ reflectionCoords/=reflectionVector.z;
676
+ #endif
677
+ reflectionCoords.y=1.0-reflectionCoords.y;
678
+ #endif
679
+ return reflectionCoords;}
680
+ #define pbr_inline
681
+ #define inline
682
+ vec3 sampleRadiance(
683
+ in float alphaG
684
+ ,in vec3 vReflectionMicrosurfaceInfos
685
+ ,in vec2 vReflectionInfos
686
+ ,in geometryInfoOutParams geoInfo
687
+ #ifdef REFLECTIONMAP_3D
688
+ ,in samplerCube reflectionSampler
689
+ ,const vec3 reflectionCoords
690
+ #else
691
+ ,in sampler2D reflectionSampler
692
+ ,const vec2 reflectionCoords
693
+ #endif
694
+ #ifdef REALTIME_FILTERING
695
+ ,in vec2 vReflectionFilteringInfo
696
+ #endif
697
+ )
698
+ {vec4 environmentRadiance=vec4(0.,0.,0.,0.);
699
+ #if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
700
+ float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
701
+ #elif defined(LINEARSPECULARREFLECTION)
702
+ float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
703
+ #else
704
+ float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
705
+ #endif
706
+ reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
707
+ #ifdef REALTIME_FILTERING
708
+ environmentRadiance=vec4(radiance(alphaG,reflectionSampler,reflectionCoords,vReflectionFilteringInfo),1.0);
709
+ #else
710
+ environmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
711
+ #endif
712
+ #ifdef RGBDREFLECTION
713
+ environmentRadiance.rgb=fromRGBD(environmentRadiance);
714
+ #endif
715
+ #ifdef GAMMAREFLECTION
716
+ environmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);
717
+ #endif
718
+ environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
719
+ #if defined(ANISOTROPIC)
720
+ #define pbr_inline
721
+ #define inline
722
+ vec3 sampleRadianceAnisotropic(
723
+ in float alphaG
724
+ ,in vec3 vReflectionMicrosurfaceInfos
725
+ ,in vec2 vReflectionInfos
726
+ ,in geometryInfoAnisoOutParams geoInfo
727
+ ,const vec3 normalW
728
+ ,const vec3 viewDirectionW
729
+ ,const vec3 positionW
730
+ ,const vec3 noise
731
+ ,bool isRefraction
732
+ ,float ior
733
+ #ifdef REFLECTIONMAP_3D
734
+ ,in samplerCube reflectionSampler
735
+ #else
736
+ ,in sampler2D reflectionSampler
737
+ #endif
738
+ #ifdef REALTIME_FILTERING
739
+ ,in vec2 vReflectionFilteringInfo
740
+ #endif
741
+ )
742
+ {vec4 environmentRadiance=vec4(0.,0.,0.,0.);float alphaT=alphaG*sqrt(2.0/(1.0+(1.0-geoInfo.anisotropy)*(1.0-geoInfo.anisotropy)));float alphaB=(1.0-geoInfo.anisotropy)*alphaT;alphaG=alphaB;
743
+ #if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
744
+ float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,geoInfo.NdotVUnclamped);
745
+ #elif defined(LINEARSPECULARREFLECTION)
746
+ float reflectionLOD=getLinearLodFromRoughness(vReflectionMicrosurfaceInfos.x,roughness);
747
+ #else
748
+ float reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG);
749
+ #endif
750
+ reflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;
751
+ #ifdef REALTIME_FILTERING
752
+ vec3 view=(reflectionMatrix*vec4(viewDirectionW,0.0)).xyz;vec3 tangent=(reflectionMatrix*vec4(geoInfo.anisotropicTangent,0.0)).xyz;vec3 bitangent=(reflectionMatrix*vec4(geoInfo.anisotropicBitangent,0.0)).xyz;vec3 normal=(reflectionMatrix*vec4(normalW,0.0)).xyz;
753
+ #ifdef REFLECTIONMAP_OPPOSITEZ
754
+ view.z*=-1.0;tangent.z*=-1.0;bitangent.z*=-1.0;normal.z*=-1.0;
755
+ #endif
756
+ environmentRadiance =
757
+ vec4(radianceAnisotropic(alphaT,alphaB,reflectionSampler,
758
+ view,tangent,
759
+ bitangent,normal,
760
+ vReflectionFilteringInfo,noise.xy,isRefraction,ior),
761
+ 1.0);
762
+ #else
763
+ const int samples=16;vec4 radianceSample=vec4(0.0);vec3 reflectionCoords=vec3(0.0);float sample_weight=0.0;float total_weight=0.0;float step=1.0/float(max(samples-1,1));for (int i=0; i<samples; ++i) {float t=mix(-1.0,1.0,float(i)*step);t+=step*2.0*noise.x;sample_weight=max(1.0-abs(t),0.001);sample_weight*=sample_weight;t*=min(4.0*alphaT*geoInfo.anisotropy,1.0);vec3 bentNormal;if (t<0.0) {float blend=t+1.0;bentNormal=normalize(mix(-geoInfo.anisotropicTangent,normalW,blend));} else if (t>0.0) {float blend=t;bentNormal=normalize(mix(normalW,geoInfo.anisotropicTangent,blend));} else {bentNormal=normalW;}
764
+ if (isRefraction) {reflectionCoords=double_refract(-viewDirectionW,bentNormal,ior);} else {reflectionCoords=reflect(-viewDirectionW,bentNormal);}
765
+ reflectionCoords=vec3(reflectionMatrix*vec4(reflectionCoords,0));
766
+ #ifdef REFLECTIONMAP_OPPOSITEZ
767
+ reflectionCoords.z*=-1.0;
768
+ #endif
769
+ radianceSample=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);
770
+ #ifdef RGBDREFLECTION
771
+ environmentRadiance.rgb+=sample_weight*fromRGBD(radianceSample);
772
+ #elif defined(GAMMAREFLECTION)
773
+ environmentRadiance.rgb+=sample_weight*toLinearSpace(radianceSample.rgb);
774
+ #else
775
+ environmentRadiance.rgb+=sample_weight*radianceSample.rgb;
776
+ #endif
777
+ total_weight+=sample_weight;}
778
+ environmentRadiance=vec4(environmentRadiance.xyz/float(total_weight),1.0);
779
+ #endif
780
+ environmentRadiance.rgb*=vec3(vReflectionInfos.x);return environmentRadiance.rgb;}
781
+ #endif
782
+ #endif
783
+ #if defined(ENVIRONMENTBRDF)
784
+ #define pbr_inline
785
+ float computeDielectricIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)
786
+ {float dielectricIblFresnel=getReflectanceFromBRDFLookup(vec3(reflectance.F0),vec3(reflectance.F90),environmentBrdf).r;float dielectricECF=1.0+reflectance.F0*(1.0/environmentBrdf.y-1.0);return clamp(dielectricIblFresnel*dielectricECF,0.0,1.0);}
787
+ #define pbr_inline
788
+ vec3 computeConductorIblFresnel(in ReflectanceParams reflectance,in vec3 environmentBrdf)
789
+ {
790
+ #if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)
791
+ vec3 openPBRBrdf=vec3(environmentBrdf.xy,environmentBrdf.z/BRDF_Z_SCALE);vec3 b =getF82B(reflectance.coloredF0,reflectance.coloredF90);vec3 E_F82=getF82DirectionalAlbedo(reflectance.coloredF0,vec3(1.0),b,openPBRBrdf);vec3 F_avg=getF82AverageFresnel(reflectance.coloredF0,b);vec3 ECF =vec3(1.0)+F_avg*(vec3(1.0)/openPBRBrdf.y-vec3(1.0));return clamp(E_F82*ECF,vec3(0.0),vec3(1.0));
792
+ #else
793
+ return getReflectanceFromBRDFLookup(reflectance.coloredF0,reflectance.coloredF90,environmentBrdf);
794
+ #endif
795
+ }
796
+ #endif
797
+ `;o.ShaderStore.IncludesShadersStore[c]||(o.ShaderStore.IncludesShadersStore[c]=f),e.s(["openpbrIblFunctions",0,{name:c,shader:f}],50898)},17796,e=>{"use strict";var o=e.i(12423);let t="openpbrTransmissionLayerData",i=`float transmission_weight=vTransmissionWeight;vec3 transmission_color=vTransmissionColor.rgb;float transmission_depth=vTransmissionDepth;vec3 transmission_scatter=vTransmissionScatter.rgb;float transmission_scatter_anisotropy=clamp(vTransmissionScatterAnisotropy,-0.9999,0.9999);float transmission_dispersion_scale=vTransmissionDispersionScale;float transmission_dispersion_abbe_number=vTransmissionDispersionAbbeNumber;
798
+ #ifdef TRANSMISSION_WEIGHT
799
+ vec4 transmissionWeightFromTexture=TEXRD(transmissionWeightSampler,vTransmissionWeightUV+uvOffset);
800
+ #endif
801
+ #ifdef TRANSMISSION_COLOR
802
+ vec4 transmissionColorFromTexture=TEXRD(transmissionColorSampler,vTransmissionColorUV+uvOffset);
803
+ #endif
804
+ #ifdef TRANSMISSION_DEPTH
805
+ vec4 transmissionDepthFromTexture=TEXRD(transmissionDepthSampler,vTransmissionDepthUV+uvOffset);
806
+ #endif
807
+ #ifdef TRANSMISSION_SCATTER
808
+ vec4 transmissionScatterFromTexture=TEXRD(transmissionScatterSampler,vTransmissionScatterUV+uvOffset);
809
+ #endif
810
+ #ifdef TRANSMISSION_DISPERSION_SCALE
811
+ vec4 transmissionDispersionScaleFromTexture=TEXRD(transmissionDispersionScaleSampler,vTransmissionDispersionScaleUV+uvOffset);
812
+ #endif
813
+ #ifdef TRANSMISSION_WEIGHT
814
+ transmission_weight*=transmissionWeightFromTexture.r;
815
+ #endif
816
+ #ifdef TRANSMISSION_COLOR
817
+ #ifdef TRANSMISSION_COLOR_GAMMA
818
+ transmission_color*=toLinearSpace(transmissionColorFromTexture.rgb);
819
+ #else
820
+ transmission_color*=transmissionColorFromTexture.rgb;
821
+ #endif
822
+ transmission_color*=vTransmissionColorInfos.y;
823
+ #endif
824
+ #ifdef TRANSMISSION_DEPTH
825
+ transmission_depth*=transmissionDepthFromTexture.r;
826
+ #endif
827
+ #ifdef TRANSMISSION_SCATTER
828
+ transmission_scatter*=transmissionScatterFromTexture.rgb;
829
+ #endif
830
+ #ifdef TRANSMISSION_DISPERSION_SCALE
831
+ transmission_dispersion_scale*=transmissionDispersionScaleFromTexture.r;
832
+ #endif
833
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["openpbrTransmissionLayerData",0,{name:t,shader:i}])},16630,e=>{"use strict";var o=e.i(12423);let t="openpbrSubsurfaceLayerData",i=`float subsurface_weight=vSubsurfaceWeight;vec3 subsurface_color=vSubsurfaceColor.rgb;float subsurface_radius=vSubsurfaceRadius;vec3 subsurface_radius_scale=vSubsurfaceRadiusScale;float subsurface_scatter_anisotropy=clamp(vSubsurfaceScatterAnisotropy,-0.9999,0.9999);
834
+ #ifdef SUBSURFACE_WEIGHT
835
+ vec4 subsurfaceWeightFromTexture=TEXRD(subsurfaceWeightSampler,vSubsurfaceWeightUV+uvOffset);
836
+ #endif
837
+ #ifdef SUBSURFACE_COLOR
838
+ vec4 subsurfaceColorFromTexture=TEXRD(subsurfaceColorSampler,vSubsurfaceColorUV+uvOffset);
839
+ #endif
840
+ #ifdef SUBSURFACE_RADIUS_SCALE
841
+ vec4 subsurfaceRadiusScaleFromTexture=TEXRD(subsurfaceRadiusScaleSampler,vSubsurfaceRadiusScaleUV+uvOffset);
842
+ #endif
843
+ #ifdef SUBSURFACE_WEIGHT
844
+ #ifdef SUBSURFACE_WEIGHT_FROM_TEXTURE_ALPHA
845
+ subsurface_weight*=subsurfaceWeightFromTexture.a;
846
+ #else
847
+ subsurface_weight*=subsurfaceWeightFromTexture.r;
848
+ #endif
849
+ #endif
850
+ #ifdef SUBSURFACE_COLOR
851
+ #ifdef SUBSURFACE_COLOR_GAMMA
852
+ subsurface_color*=toLinearSpace(subsurfaceColorFromTexture.rgb);
853
+ #else
854
+ subsurface_color*=subsurfaceColorFromTexture.rgb;
855
+ #endif
856
+ subsurface_color*=vSubsurfaceColorInfos.y;
857
+ #endif
858
+ #ifdef SUBSURFACE_RADIUS_SCALE
859
+ subsurface_radius_scale*=subsurfaceRadiusScaleFromTexture.rgb;
860
+ #endif
861
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["openpbrSubsurfaceLayerData",0,{name:t,shader:i}])},84449,60070,43249,69100,98333,74239,3921,56072,26873,53251,3291,e=>{"use strict";var o=e.i(12423);e.i(92692);let t="pbrFragmentExtraDeclaration",i=`varying vec3 vPositionW;
862
+ #if DEBUGMODE>0
863
+ varying vec4 vClipSpacePosition;
864
+ #endif
865
+ #include<mainUVVaryingDeclaration>[1..7]
866
+ #ifdef NORMAL
867
+ varying vec3 vNormalW;
868
+ #if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)
869
+ varying vec3 vEnvironmentIrradiance;
870
+ #endif
871
+ #endif
872
+ #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)
873
+ varying vec4 vColor;
874
+ #endif
875
+ #if defined(CLUSTLIGHT_BATCH) && CLUSTLIGHT_BATCH>0
876
+ varying float vViewDepth;
877
+ #endif
878
+ `;o.ShaderStore.IncludesShadersStore[t]||(o.ShaderStore.IncludesShadersStore[t]=i),e.s(["pbrFragmentExtraDeclaration",0,{name:t,shader:i}],84449);let r="subSurfaceScatteringFunctions",a=`bool testLightingForSSS(float diffusionProfile)
879
+ {return diffusionProfile<1.;}`;o.ShaderStore.IncludesShadersStore[r]||(o.ShaderStore.IncludesShadersStore[r]=a),e.s(["subSurfaceScatteringFunctions",0,{name:r,shader:a}],60070);let n="importanceSampling",l=`vec3 hemisphereCosSample(vec2 u) {float phi=2.*PI*u.x;float cosTheta2=1.-u.y;float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
880
+ vec3 hemisphereImportanceSampleDggx(vec2 u,float a) {float phi=2.*PI*u.x;float cosTheta2=(1.-u.y)/(1.+(a+1.)*((a-1.)*u.y));float cosTheta=sqrt(cosTheta2);float sinTheta=sqrt(1.-cosTheta2);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}
881
+ vec3 hemisphereImportanceSampleDggxAnisotropic(vec2 Xi,float alphaTangent,float alphaBitangent)
882
+ {alphaTangent=max(alphaTangent,0.0001);alphaBitangent=max(alphaBitangent,0.0001);float phi=atan(alphaBitangent/alphaTangent*tan(2.0*3.14159265*Xi.x));if (Xi.x>0.5) phi+=3.14159265;
883
+ float cosPhi=cos(phi);float sinPhi=sin(phi);float alpha2=(cosPhi*cosPhi)/(alphaTangent*alphaTangent) +
884
+ (sinPhi*sinPhi)/(alphaBitangent*alphaBitangent);float tanTheta2=Xi.y/(1.0-Xi.y)/alpha2;float cosTheta=1.0/sqrt(1.0+tanTheta2);float sinTheta=sqrt(max(0.0,1.0-cosTheta*cosTheta));return vec3(sinTheta*cosPhi,sinTheta*sinPhi,cosTheta);}
885
+ vec3 hemisphereImportanceSampleDCharlie(vec2 u,float a) {
886
+ float phi=2.*PI*u.x;float sinTheta=pow(u.y,a/(2.*a+1.));float cosTheta=sqrt(1.-sinTheta*sinTheta);return vec3(sinTheta*cos(phi),sinTheta*sin(phi),cosTheta);}`;o.ShaderStore.IncludesShadersStore[n]||(o.ShaderStore.IncludesShadersStore[n]=l),e.s(["importanceSampling",0,{name:n,shader:l}],43249);let c="pbrHelperFunctions",f=`#define MINIMUMVARIANCE 0.0005
887
+ #ifndef TEXRD_DEFINED
888
+ #define TEXRD(s,uv) texture2D(s,uv)
889
+ #define TEXRD_DEFINED
890
+ #endif
891
+ float convertRoughnessToAverageSlope(float roughness)
892
+ {return square(roughness)+MINIMUMVARIANCE;}
893
+ float fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}
894
+ vec2 getAARoughnessFactors(vec3 normalVector) {
895
+ #ifdef SPECULARAA
896
+ vec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);
897
+ #else
898
+ return vec2(0.);
899
+ #endif
900
+ }
901
+ #ifdef ANISOTROPIC
902
+ #ifdef ANISOTROPIC_LEGACY
903
+ vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
904
+ vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}
905
+ vec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}
906
+ #elif ANISOTROPIC_OPENPBR
907
+ vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*alphaG*sqrt(2.0/(1.0+(1.0-anisotropy)*(1.0-anisotropy))),MINIMUMVARIANCE);float alphaB=max(alphaT*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
908
+ #else
909
+ vec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}
910
+ vec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}
911
+ #endif
912
+ #endif
913
+ #if defined(CLEARCOAT) || defined(SS_REFRACTION)
914
+ vec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}
915
+ vec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}
916
+ vec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}
917
+ vec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),
918
+ cocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),
919
+ clearCoatIntensity);return clearCoatAbsorption;}
920
+ #endif
921
+ #ifdef MICROSURFACEAUTOMATIC
922
+ float computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)
923
+ {const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}
924
+ #endif
925
+ `;o.ShaderStore.IncludesShadersStore[c]||(o.ShaderStore.IncludesShadersStore[c]=f),e.s(["pbrHelperFunctions",0,{name:c,shader:f}],69100),e.i(41932);let s="pbrDirectLightingSetupFunctions",d=`struct preLightingInfo
926
+ {vec3 lightOffset;float lightDistanceSquared;float lightDistance;float attenuation;vec3 L;vec3 H;float NdotV;float NdotLUnclamped;float NdotL;float VdotH;float LdotV;float roughness;float diffuseRoughness;vec3 surfaceAlbedo;
927
+ #ifdef IRIDESCENCE
928
+ float iridescenceIntensity;
929
+ #endif
930
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
931
+ vec3 areaLightDiffuse;
932
+ #ifdef SPECULARTERM
933
+ vec3 areaLightSpecular;vec4 areaLightFresnel;
934
+ #endif
935
+ #endif
936
+ };preLightingInfo computePointAndSpotPreLightingInfo(vec4 lightData,vec3 V,vec3 N,vec3 posW) {preLightingInfo result;result.lightOffset=lightData.xyz-posW;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);result.L=normalize(result.lightOffset);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
937
+ preLightingInfo computeDirectionalPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.lightDistance=length(-lightData.xyz);result.L=normalize(-lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));result.NdotLUnclamped=dot(N,result.L);result.NdotL=saturateEps(result.NdotLUnclamped);result.LdotV=dot(result.L,V);result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
938
+ preLightingInfo computeHemisphericPreLightingInfo(vec4 lightData,vec3 V,vec3 N) {preLightingInfo result;result.NdotL=dot(N,lightData.xyz)*0.5+0.5;result.NdotL=saturateEps(result.NdotL);result.NdotLUnclamped=result.NdotL;
939
+ #ifdef SPECULARTERM
940
+ result.L=normalize(lightData.xyz);result.H=normalize(V+result.L);result.VdotH=saturate(dot(V,result.H));
941
+ #endif
942
+ result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
943
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
944
+ #include<ltcHelperFunctions>
945
+ uniform sampler2D areaLightsLTC1Sampler;uniform sampler2D areaLightsLTC2Sampler;preLightingInfo computeAreaPreLightingInfo(sampler2D ltc1,sampler2D ltc2,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec4 lightData,vec3 halfWidth,vec3 halfHeight,float roughness )
946
+ {preLightingInfo result;result.lightOffset=lightData.xyz-vPosition;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);areaLightData data=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc2,viewDirectionW,vNormal,vPosition,lightData.xyz,halfWidth,halfHeight,roughness);
947
+ #ifdef SPECULARTERM
948
+ result.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;
949
+ #endif
950
+ result.areaLightDiffuse=data.Diffuse;result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
951
+ preLightingInfo computeAreaPreLightingInfoWithTexture(sampler2D ltc1,sampler2D ltc2,sampler2D emissionTexture,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec4 lightData,vec3 halfWidth,vec3 halfHeight,float roughness )
952
+ {preLightingInfo result;result.lightOffset=lightData.xyz-vPosition;result.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);result.lightDistance=sqrt(result.lightDistanceSquared);areaLightData data=computeAreaLightSpecularDiffuseFresnelWithEmission(ltc1,ltc2,emissionTexture,viewDirectionW,vNormal,vPosition,lightData.xyz,halfWidth,halfHeight,roughness);
953
+ #ifdef SPECULARTERM
954
+ result.areaLightFresnel=data.Fresnel;result.areaLightSpecular=data.Specular;
955
+ #endif
956
+ result.areaLightDiffuse=data.Diffuse;result.LdotV=0.;result.roughness=0.;result.diffuseRoughness=0.;result.surfaceAlbedo=vec3(0.);return result;}
957
+ #endif
958
+ `;o.ShaderStore.IncludesShadersStore[s]||(o.ShaderStore.IncludesShadersStore[s]=d),e.s(["pbrDirectLightingSetupFunctions",0,{name:s,shader:d}],98333);let u="pbrDirectLightingFalloffFunctions",v=`float computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)
959
+ {return max(0.,1.0-length(lightOffset)/range);}
960
+ float computeDistanceLightFalloff_Physical(float lightDistanceSquared)
961
+ {return 1.0/maxEps(lightDistanceSquared);}
962
+ float computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)
963
+ {float lightDistanceFalloff=1.0/maxEps(lightDistanceSquared);float factor=lightDistanceSquared*inverseSquaredRange;float attenuation=saturate(1.0-factor*factor);attenuation*=attenuation;lightDistanceFalloff*=attenuation;return lightDistanceFalloff;}
964
+ float computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)
965
+ {
966
+ #ifdef USEPHYSICALLIGHTFALLOFF
967
+ return computeDistanceLightFalloff_Physical(lightDistanceSquared);
968
+ #elif defined(USEGLTFLIGHTFALLOFF)
969
+ return computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);
970
+ #else
971
+ return computeDistanceLightFalloff_Standard(lightOffset,range);
972
+ #endif
973
+ }
974
+ float computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)
975
+ {float falloff=0.0;float cosAngle=maxEps(dot(-lightDirection,directionToLightCenterW));if (cosAngle>=cosHalfAngle)
976
+ {falloff=max(0.,pow(cosAngle,exponent));}
977
+ return falloff;}
978
+ float computeDirectionalLightFalloff_IES(vec3 lightDirection,vec3 directionToLightCenterW,sampler2D iesLightSampler)
979
+ {float cosAngle=dot(-lightDirection,directionToLightCenterW);float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;}
980
+ float computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)
981
+ {const float kMinusLog2ConeAngleIntensityRatio=6.64385618977;
982
+ float concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);vec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);float falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));return falloff;}
983
+ float computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)
984
+ {float cd=dot(-lightDirection,directionToLightCenterW);float falloff=saturate(cd*lightAngleScale+lightAngleOffset);falloff*=falloff;return falloff;}
985
+ float computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)
986
+ {
987
+ #ifdef USEPHYSICALLIGHTFALLOFF
988
+ return computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);
989
+ #elif defined(USEGLTFLIGHTFALLOFF)
990
+ return computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);
991
+ #else
992
+ return computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);
993
+ #endif
994
+ }`;o.ShaderStore.IncludesShadersStore[u]||(o.ShaderStore.IncludesShadersStore[u]=v),e.s(["pbrDirectLightingFalloffFunctions",0,{name:u,shader:v}],74239);let m="hdrFilteringFunctions",g=`#if NUM_SAMPLES
995
+ #if NUM_SAMPLES>0
996
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
997
+ float radicalInverse_VdC(uint bits)
998
+ {bits=(bits<<16u) | (bits>>16u);bits=((bits & 0x55555555u)<<1u) | ((bits & 0xAAAAAAAAu)>>1u);bits=((bits & 0x33333333u)<<2u) | ((bits & 0xCCCCCCCCu)>>2u);bits=((bits & 0x0F0F0F0Fu)<<4u) | ((bits & 0xF0F0F0F0u)>>4u);bits=((bits & 0x00FF00FFu)<<8u) | ((bits & 0xFF00FF00u)>>8u);return float(bits)*2.3283064365386963e-10; }
999
+ vec2 hammersley(uint i,uint N)
1000
+ {return vec2(float(i)/float(N),radicalInverse_VdC(i));}
1001
+ #else
1002
+ float vanDerCorpus(int n,int base)
1003
+ {float invBase=1.0/float(base);float denom =1.0;float result =0.0;for(int i=0; i<32; ++i)
1004
+ {if(n>0)
1005
+ {denom =mod(float(n),2.0);result+=denom*invBase;invBase=invBase/2.0;n =int(float(n)/2.0);}}
1006
+ return result;}
1007
+ vec2 hammersley(int i,int N)
1008
+ {return vec2(float(i)/float(N),vanDerCorpus(i,2));}
1009
+ #endif
1010
+ float log4(float x) {return log2(x)/2.;}
1011
+ vec3 uv_to_normal(vec2 uv) {vec3 N;vec2 uvRange=uv;float theta=uvRange.x*2.*PI;float phi=uvRange.y*PI;float sinPhi=sin(phi);N.x=cos(theta)*sinPhi;N.z=sin(theta)*sinPhi;N.y=cos(phi);return N;}
1012
+ const float NUM_SAMPLES_FLOAT=float(NUM_SAMPLES);const float NUM_SAMPLES_FLOAT_INVERSED=1./NUM_SAMPLES_FLOAT;const float K=4.;
1013
+ #define inline
1014
+ vec3 irradiance(
1015
+ #ifdef CUSTOM_IRRADIANCE_FILTERING_INPUT
1016
+ CUSTOM_IRRADIANCE_FILTERING_INPUT
1017
+ #else
1018
+ samplerCube inputTexture,
1019
+ #endif
1020
+ vec3 inputN,vec2 filteringInfo,
1021
+ float diffuseRoughness,
1022
+ vec3 surfaceAlbedo,
1023
+ vec3 inputV
1024
+ #if IBL_CDF_FILTERING
1025
+ ,sampler2D icdfSampler
1026
+ #endif
1027
+ )
1028
+ {vec3 n=normalize(inputN);vec3 result=vec3(0.);
1029
+ #ifndef IBL_CDF_FILTERING
1030
+ vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);mat3 tbnInverse=mat3(tangent.x,bitangent.x,n.x,tangent.y,bitangent.y,n.y,tangent.z,bitangent.z,n.z);
1031
+ #endif
1032
+ float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);vec3 clampedAlbedo=clamp(surfaceAlbedo,vec3(0.1),vec3(1.0));
1033
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
1034
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
1035
+ #else
1036
+ for(int i=0; i<NUM_SAMPLES; ++i)
1037
+ #endif
1038
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);
1039
+ #if IBL_CDF_FILTERING
1040
+ vec2 T;T.x=texture2D(icdfSampler,vec2(Xi.x,0.)).x;T.y=texture2D(icdfSampler,vec2(T.x,Xi.y)).y;vec3 Ls=uv_to_normal(vec2(1.0-fract(T.x+0.25),T.y));float NoL=dot(n,Ls);float NoV=dot(n,inputV);
1041
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1042
+ float LoV=dot (Ls,inputV);
1043
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
1044
+ vec3 H=(inputV+Ls)*0.5;float VoH=dot(inputV,H);
1045
+ #endif
1046
+ #else
1047
+ vec3 Ls=hemisphereCosSample(Xi);Ls=normalize(Ls);float NoL=Ls.z;
1048
+ vec3 V=tbnInverse*inputV;float NoV=V.z;
1049
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1050
+ float LoV=dot (Ls,V);
1051
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
1052
+ vec3 H=(V+Ls)*0.5;float VoH=dot(V,H);
1053
+ #endif
1054
+ #endif
1055
+ if (NoL>0.) {
1056
+ #if IBL_CDF_FILTERING
1057
+ float pdf=texture2D(icdfSampler,T).z;vec3 c=textureCubeLodEXT(inputTexture,Ls,0.).rgb;
1058
+ #else
1059
+ float pdf_inversed=PI/NoL;float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(l,0.,maxLevel);
1060
+ #ifdef CUSTOM_IRRADIANCE_FILTERING_FUNCTION
1061
+ CUSTOM_IRRADIANCE_FILTERING_FUNCTION
1062
+ #else
1063
+ vec3 c=textureCubeLodEXT(inputTexture,tbn*Ls,mipLevel).rgb;
1064
+ #endif
1065
+ #endif
1066
+ #if GAMMA_INPUT
1067
+ c=toLinearSpace(c);
1068
+ #endif
1069
+ vec3 diffuseRoughnessTerm=vec3(1.0);
1070
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1071
+ diffuseRoughnessTerm=diffuseBRDF_EON(clampedAlbedo,diffuseRoughness,NoL,NoV,LoV)*PI;
1072
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
1073
+ diffuseRoughnessTerm=vec3(diffuseBRDF_Burley(NoL,NoV,VoH,diffuseRoughness)*PI);
1074
+ #endif
1075
+ #if IBL_CDF_FILTERING
1076
+ vec3 light=pdf<1e-6 ? vec3(0.0) : vec3(1.0)/vec3(pdf)*c;result+=NoL*diffuseRoughnessTerm*light;
1077
+ #else
1078
+ result+=c*diffuseRoughnessTerm;
1079
+ #endif
1080
+ }}
1081
+ result=result*NUM_SAMPLES_FLOAT_INVERSED;
1082
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1083
+ result=result/clampedAlbedo;
1084
+ #endif
1085
+ return result;}
1086
+ #define inline
1087
+ vec3 radiance(float alphaG,samplerCube inputTexture,vec3 inputN,vec2 filteringInfo)
1088
+ {vec3 n=normalize(inputN);vec3 c=textureCubeLodEXT(inputTexture,n,0.).rgb;
1089
+ if (alphaG==0.) {
1090
+ #if GAMMA_INPUT
1091
+ c=toLinearSpace(c);
1092
+ #endif
1093
+ return c;} else {vec3 result=vec3(0.);vec3 tangent=abs(n.z)<0.999 ? vec3(0.,0.,1.) : vec3(1.,0.,0.);tangent=normalize(cross(tangent,n));vec3 bitangent=cross(n,tangent);mat3 tbn=mat3(tangent,bitangent,n);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float omegaP=(4.*PI)/(6.*dim0*dim0);float weight=0.;
1094
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
1095
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
1096
+ #else
1097
+ for(int i=0; i<NUM_SAMPLES; ++i)
1098
+ #endif
1099
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);vec3 H=hemisphereImportanceSampleDggx(Xi,alphaG);float NoV=1.;float NoH=H.z;float NoH2=H.z*H.z;float NoL=2.*NoH2-1.;vec3 L=vec3(2.*NoH*H.x,2.*NoH*H.y,NoL);L=normalize(L);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_TrowbridgeReitzGGX(NoH,alphaG);float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,tbn*L,mipLevel).rgb;
1100
+ #if GAMMA_INPUT
1101
+ c=toLinearSpace(c);
1102
+ #endif
1103
+ result+=c*NoL;}}
1104
+ result=result/weight;return result;}}
1105
+ #ifdef ANISOTROPIC
1106
+ #define inline
1107
+ vec3 radianceAnisotropic(
1108
+ float alphaTangent,
1109
+ float alphaBitangent,
1110
+ samplerCube inputTexture,
1111
+ vec3 inputView,
1112
+ vec3 inputTangent,
1113
+ vec3 inputBitangent,
1114
+ vec3 inputNormal,
1115
+ vec2 filteringInfo,
1116
+ vec2 noiseInput,
1117
+ bool isRefraction,
1118
+ float ior
1119
+ )
1120
+ {vec3 V=inputView;vec3 N=inputNormal;vec3 T=inputTangent;vec3 B=inputBitangent;vec3 result=vec3(0.);float maxLevel=filteringInfo.y;float dim0=filteringInfo.x;float clampedAlphaT=max(alphaTangent,MINIMUMVARIANCE);float clampedAlphaB=max(alphaBitangent,MINIMUMVARIANCE);float effectiveDim=dim0*sqrt(clampedAlphaT*clampedAlphaB);float omegaP=(4.*PI)/(6.*effectiveDim*effectiveDim);const float noiseScale=clamp(log2(float(NUM_SAMPLES))/12.0f,0.0f,1.0f);float weight=0.;
1121
+ #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)
1122
+ for(uint i=0u; i<NUM_SAMPLES; ++i)
1123
+ #else
1124
+ for(int i=0; i<NUM_SAMPLES; ++i)
1125
+ #endif
1126
+ {vec2 Xi=hammersley(i,NUM_SAMPLES);Xi=fract(Xi+noiseInput*mix(0.5f,0.015f,noiseScale));
1127
+ vec3 H_tangent=hemisphereImportanceSampleDggxAnisotropic(Xi,clampedAlphaT,clampedAlphaB);vec3 H=normalize(H_tangent.x*T+H_tangent.y*B+H_tangent.z*N);vec3 L;if (isRefraction) {L=refract(-V,H,1.0/ior);} else {L=reflect(-V,H);}
1128
+ float NoH=max(dot(N,H),0.001);float VoH=max(dot(V,H),0.001);float NoL=max(dot(N,L),0.001);if (NoL>0.) {float pdf_inversed=4./normalDistributionFunction_BurleyGGX_Anisotropic(
1129
+ H_tangent.z,H_tangent.x,H_tangent.y,vec2(clampedAlphaT,clampedAlphaB)
1130
+ );float omegaS=NUM_SAMPLES_FLOAT_INVERSED*pdf_inversed;float l=log4(omegaS)-log4(omegaP)+log4(K);float mipLevel=clamp(float(l),0.0,maxLevel);weight+=NoL;vec3 c=textureCubeLodEXT(inputTexture,L,mipLevel).rgb;
1131
+ #if GAMMA_INPUT
1132
+ c=toLinearSpace(c);
1133
+ #endif
1134
+ result+=c*NoL;}}
1135
+ result=result/weight;return result;}
1136
+ #endif
1137
+ #endif
1138
+ #endif
1139
+ `;o.ShaderStore.IncludesShadersStore[m]||(o.ShaderStore.IncludesShadersStore[m]=g),e.s(["hdrFilteringFunctions",0,{name:m,shader:g}],3921);let E="pbrDirectLightingFunctions",p=`#define CLEARCOATREFLECTANCE90 1.0
1140
+ struct lightingInfo
1141
+ {vec3 diffuse;
1142
+ #ifdef SS_TRANSLUCENCY
1143
+ vec3 diffuseTransmission;
1144
+ #endif
1145
+ #ifdef SPECULARTERM
1146
+ vec3 specular;
1147
+ #endif
1148
+ #ifdef CLEARCOAT
1149
+ vec4 clearCoat;
1150
+ #endif
1151
+ #ifdef SHEEN
1152
+ vec3 sheen;
1153
+ #endif
1154
+ };float adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance) {
1155
+ #if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)
1156
+ float lightRoughness=lightRadius/lightDistance;float totalRoughness=saturate(lightRoughness+roughness);return totalRoughness;
1157
+ #else
1158
+ return roughness;
1159
+ #endif
1160
+ }
1161
+ vec3 computeHemisphericDiffuseLighting(preLightingInfo info,vec3 lightColor,vec3 groundColor) {return mix(groundColor,lightColor,info.NdotL);}
1162
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
1163
+ vec3 computeAreaDiffuseLighting(preLightingInfo info,vec3 lightColor) {return info.areaLightDiffuse*lightColor;}
1164
+ #endif
1165
+ vec3 computeDiffuseLighting(preLightingInfo info,vec3 lightColor) {vec3 diffuseTerm=vec3(1.0/PI);
1166
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
1167
+ diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));
1168
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
1169
+ diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
1170
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1171
+ vec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
1172
+ #endif
1173
+ return diffuseTerm*info.attenuation*info.NdotL*lightColor;}
1174
+ #define inline
1175
+ vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return toLinearSpace(textureColor);}
1176
+ #ifdef SS_TRANSLUCENCY
1177
+ vec3 computeDiffuseTransmittedLighting(preLightingInfo info,vec3 lightColor,vec3 transmittance) {vec3 transmittanceNdotL=vec3(0.);float NdotL=absEps(info.NdotLUnclamped);
1178
+ #ifndef SS_TRANSLUCENCY_LEGACY
1179
+ if (info.NdotLUnclamped<0.0) {
1180
+ #endif
1181
+ float wrapNdotL=computeWrappedDiffuseNdotL(NdotL,0.02);float trAdapt=step(0.,info.NdotLUnclamped);transmittanceNdotL=mix(transmittance*wrapNdotL,vec3(wrapNdotL),trAdapt);
1182
+ #ifndef SS_TRANSLUCENCY_LEGACY
1183
+ }
1184
+ vec3 diffuseTerm=vec3(1.0/PI);
1185
+ #if BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_LEGACY
1186
+ diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.roughness));
1187
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_BURLEY
1188
+ diffuseTerm=vec3(diffuseBRDF_Burley(info.NdotL,info.NdotV,info.VdotH,info.diffuseRoughness));
1189
+ #elif BASE_DIFFUSE_MODEL==BRDF_DIFFUSE_MODEL_EON
1190
+ vec3 clampedAlbedo=clamp(info.surfaceAlbedo,vec3(0.1),vec3(1.0));diffuseTerm=diffuseBRDF_EON(clampedAlbedo,info.diffuseRoughness,info.NdotL,info.NdotV,info.LdotV);diffuseTerm/=clampedAlbedo;
1191
+ #endif
1192
+ #else
1193
+ float diffuseTerm=diffuseBRDF_Burley(NdotL,info.NdotV,info.VdotH,info.roughness);
1194
+ #endif
1195
+ return diffuseTerm*transmittanceNdotL*info.attenuation*lightColor;}
1196
+ #endif
1197
+ #ifdef SPECULARTERM
1198
+ vec3 computeSpecularLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 fresnel,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);
1199
+ #ifdef IRIDESCENCE
1200
+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
1201
+ #endif
1202
+ float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);
1203
+ #ifdef BRDF_V_HEIGHT_CORRELATED
1204
+ float smithVisibility=smithVisibility_GGXCorrelated(info.NdotL,info.NdotV,alphaG);
1205
+ #else
1206
+ float smithVisibility=smithVisibility_TrowbridgeReitzGGXFast(info.NdotL,info.NdotV,alphaG);
1207
+ #endif
1208
+ vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
1209
+ #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)
1210
+ vec3 computeAreaSpecularLighting(preLightingInfo info,vec3 specularColor,vec3 reflectance0,vec3 reflectance90) {vec3 fresnel=specularColor*info.areaLightFresnel.x*reflectance0+( vec3( 1.0 )-specularColor )*info.areaLightFresnel.y*reflectance90;return specularColor*fresnel*info.areaLightSpecular;}
1211
+ #endif
1212
+ #endif
1213
+ #ifdef FUZZ
1214
+ float evalFuzz(vec3 L,float NdotL,float NdotV,vec3 T,vec3 B,vec3 ltcLut)
1215
+ {if (NdotL<=0.0 || NdotV<=0.0)
1216
+ return 0.0;mat3 M=mat3(
1217
+ vec3(ltcLut.r,0.0,0.0),
1218
+ vec3(ltcLut.g,1.0,0.0),
1219
+ vec3(0.0,0.0,1.0)
1220
+ );vec3 Llocal=vec3(dot(L,T),dot(L,B),NdotL);vec3 Lwarp=normalize(M*Llocal);float cosThetaWarp=max(Lwarp.z,0.0);return cosThetaWarp*NdotL;}
1221
+ #endif
1222
+ #if defined(ANISOTROPIC) && defined(ANISOTROPIC_OPENPBR)
1223
+ vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=vec3(distribution*smithVisibility);return specTerm*info.attenuation*info.NdotL*lightColor;}
1224
+ #elif defined(ANISOTROPIC)
1225
+ vec3 computeAnisotropicSpecularLighting(preLightingInfo info,vec3 V,vec3 N,vec3 T,vec3 B,float anisotropy,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float TdotH=dot(T,info.H);float BdotH=dot(B,info.H);float TdotV=dot(T,V);float BdotV=dot(B,V);float TdotL=dot(T,info.L);float BdotL=dot(B,info.L);float alphaG=convertRoughnessToAverageSlope(info.roughness);vec2 alphaTB=getAnisotropicRoughness(alphaG,anisotropy);alphaTB=max(alphaTB,square(geometricRoughnessFactor));vec3 fresnel=fresnelSchlickGGX(info.VdotH,reflectance0,reflectance90);
1226
+ #ifdef IRIDESCENCE
1227
+ fresnel=mix(fresnel,reflectance0,info.iridescenceIntensity);
1228
+ #endif
1229
+ float distribution=normalDistributionFunction_BurleyGGX_Anisotropic(NdotH,TdotH,BdotH,alphaTB);float smithVisibility=smithVisibility_GGXCorrelated_Anisotropic(info.NdotL,info.NdotV,TdotV,BdotV,TdotL,BdotL,alphaTB);vec3 specTerm=fresnel*distribution*smithVisibility;return specTerm*info.attenuation*info.NdotL*lightColor;}
1230
+ #endif
1231
+ #ifdef CLEARCOAT
1232
+ vec4 computeClearCoatLighting(preLightingInfo info,vec3 Ncc,float geometricRoughnessFactor,float clearCoatIntensity,vec3 lightColor) {float NccdotL=saturateEps(dot(Ncc,info.L));float NccdotH=saturateEps(dot(Ncc,info.H));float clearCoatRoughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(clearCoatRoughness);float fresnel=fresnelSchlickGGX(info.VdotH,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);fresnel*=clearCoatIntensity;float distribution=normalDistributionFunction_TrowbridgeReitzGGX(NccdotH,alphaG);float kelemenVisibility=visibility_Kelemen(info.VdotH);float clearCoatTerm=fresnel*distribution*kelemenVisibility;return vec4(
1233
+ clearCoatTerm*info.attenuation*NccdotL*lightColor,
1234
+ 1.0-fresnel
1235
+ );}
1236
+ vec3 computeClearCoatLightingAbsorption(float NdotVRefract,vec3 L,vec3 Ncc,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 LRefract=-refract(L,Ncc,vClearCoatRefractionParams.y);float NdotLRefract=saturateEps(dot(Ncc,LRefract));vec3 absorption=computeClearCoatAbsorption(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness,clearCoatIntensity);return absorption;}
1237
+ #endif
1238
+ #ifdef SHEEN
1239
+ vec3 computeSheenLighting(preLightingInfo info,vec3 N,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,vec3 lightColor) {float NdotH=saturateEps(dot(N,info.H));float roughness=max(info.roughness,geometricRoughnessFactor);float alphaG=convertRoughnessToAverageSlope(roughness);float fresnel=1.;float distribution=normalDistributionFunction_CharlieSheen(NdotH,alphaG);/*#ifdef SHEEN_SOFTER
1240
+ float visibility=visibility_CharlieSheen(info.NdotL,info.NdotV,alphaG);
1241
+ #else */
1242
+ float visibility=visibility_Ashikhmin(info.NdotL,info.NdotV);/* #endif */
1243
+ float sheenTerm=fresnel*distribution*visibility;return sheenTerm*info.attenuation*info.NdotL*lightColor;}
1244
+ #endif
1245
+ `;o.ShaderStore.IncludesShadersStore[E]||(o.ShaderStore.IncludesShadersStore[E]=p),e.s(["pbrDirectLightingFunctions",0,{name:E,shader:p}],56072);let h="pbrBlockNormalGeometric",S=`vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
1246
+ #ifdef NORMAL
1247
+ vec3 normalW=normalize(vNormalW);
1248
+ #else
1249
+ vec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;
1250
+ #endif
1251
+ vec3 geometricNormalW=normalW;
1252
+ #if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
1253
+ geometricNormalW=gl_FrontFacing ? geometricNormalW : -geometricNormalW;
1254
+ #endif
1255
+ `;o.ShaderStore.IncludesShadersStore[h]||(o.ShaderStore.IncludesShadersStore[h]=S),e.s(["pbrBlockNormalGeometric",0,{name:h,shader:S}],26873);let R="pbrBlockImageProcessing",I=`#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)
1256
+ #if !defined(SKIPFINALCOLORCLAMP)
1257
+ finalColor.rgb=clamp(finalColor.rgb,0.,30.0);
1258
+ #endif
1259
+ #else
1260
+ finalColor=applyImageProcessing(finalColor);
1261
+ #endif
1262
+ finalColor.a*=visibility;
1263
+ #ifdef PREMULTIPLYALPHA
1264
+ finalColor.rgb*=finalColor.a;
1265
+ #endif
1266
+ `;o.ShaderStore.IncludesShadersStore[R]||(o.ShaderStore.IncludesShadersStore[R]=I),e.s(["pbrBlockImageProcessing",0,{name:R,shader:I}],53251);let L="pbrDebug",N=`#if DEBUGMODE>0
1267
+ if (vClipSpacePosition.x/vClipSpacePosition.w>=vDebugMode.x) {
1268
+ #if DEBUGMODE==1
1269
+ gl_FragColor.rgb=vPositionW.rgb;
1270
+ #define DEBUGMODE_NORMALIZE
1271
+ #elif DEBUGMODE==2 && defined(NORMAL)
1272
+ gl_FragColor.rgb=vNormalW.rgb;
1273
+ #define DEBUGMODE_NORMALIZE
1274
+ #elif DEBUGMODE==3 && defined(BUMP) || DEBUGMODE==3 && defined(PARALLAX) || DEBUGMODE==3 && defined(ANISOTROPIC)
1275
+ gl_FragColor.rgb=TBN[0];
1276
+ #define DEBUGMODE_NORMALIZE
1277
+ #elif DEBUGMODE==4 && defined(BUMP) || DEBUGMODE==4 && defined(PARALLAX) || DEBUGMODE==4 && defined(ANISOTROPIC)
1278
+ gl_FragColor.rgb=TBN[1];
1279
+ #define DEBUGMODE_NORMALIZE
1280
+ #elif DEBUGMODE==5
1281
+ gl_FragColor.rgb=normalW;
1282
+ #define DEBUGMODE_NORMALIZE
1283
+ #elif DEBUGMODE==6 && defined(MAINUV1)
1284
+ gl_FragColor.rgb=vec3(vMainUV1,0.0);
1285
+ #elif DEBUGMODE==7 && defined(MAINUV2)
1286
+ gl_FragColor.rgb=vec3(vMainUV2,0.0);
1287
+ #elif DEBUGMODE==8 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
1288
+ gl_FragColor.rgb=clearcoatOut.TBNClearCoat[0];
1289
+ #define DEBUGMODE_NORMALIZE
1290
+ #elif DEBUGMODE==9 && defined(CLEARCOAT) && defined(CLEARCOAT_BUMP)
1291
+ gl_FragColor.rgb=clearcoatOut.TBNClearCoat[1];
1292
+ #define DEBUGMODE_NORMALIZE
1293
+ #elif DEBUGMODE==10 && defined(CLEARCOAT)
1294
+ gl_FragColor.rgb=clearcoatOut.clearCoatNormalW;
1295
+ #define DEBUGMODE_NORMALIZE
1296
+ #elif DEBUGMODE==11 && defined(ANISOTROPIC)
1297
+ gl_FragColor.rgb=anisotropicOut.anisotropicNormal;
1298
+ #define DEBUGMODE_NORMALIZE
1299
+ #elif DEBUGMODE==12 && defined(ANISOTROPIC)
1300
+ gl_FragColor.rgb=anisotropicOut.anisotropicTangent;
1301
+ #define DEBUGMODE_NORMALIZE
1302
+ #elif DEBUGMODE==13 && defined(ANISOTROPIC)
1303
+ gl_FragColor.rgb=anisotropicOut.anisotropicBitangent;
1304
+ #define DEBUGMODE_NORMALIZE
1305
+ #elif DEBUGMODE==20 && defined(ALBEDO)
1306
+ gl_FragColor.rgb=albedoTexture.rgb;
1307
+ #ifndef GAMMAALBEDO
1308
+ #define DEBUGMODE_GAMMA
1309
+ #endif
1310
+ #elif DEBUGMODE==21 && defined(AMBIENT)
1311
+ gl_FragColor.rgb=aoOut.ambientOcclusionColorMap.rgb;
1312
+ #elif DEBUGMODE==22 && defined(OPACITY)
1313
+ gl_FragColor.rgb=opacityMap.rgb;
1314
+ #elif DEBUGMODE==23 && defined(EMISSIVE)
1315
+ gl_FragColor.rgb=emissiveColorTex.rgb;
1316
+ #ifndef GAMMAEMISSIVE
1317
+ #define DEBUGMODE_GAMMA
1318
+ #endif
1319
+ #elif DEBUGMODE==24 && defined(LIGHTMAP)
1320
+ gl_FragColor.rgb=lightmapColor.rgb;
1321
+ #ifndef GAMMALIGHTMAP
1322
+ #define DEBUGMODE_GAMMA
1323
+ #endif
1324
+ #elif DEBUGMODE==25 && defined(REFLECTIVITY) && defined(METALLICWORKFLOW)
1325
+ gl_FragColor.rgb=reflectivityOut.surfaceMetallicColorMap.rgb;
1326
+ #elif DEBUGMODE==26 && defined(REFLECTIVITY) && !defined(METALLICWORKFLOW)
1327
+ gl_FragColor.rgb=reflectivityOut.surfaceReflectivityColorMap.rgb;
1328
+ #define DEBUGMODE_GAMMA
1329
+ #elif DEBUGMODE==27 && defined(CLEARCOAT) && defined(CLEARCOAT_TEXTURE)
1330
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatMapData.rg,0.0);
1331
+ #elif DEBUGMODE==28 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
1332
+ gl_FragColor.rgb=clearcoatOut.clearCoatTintMapData.rgb;
1333
+ #elif DEBUGMODE==29 && defined(SHEEN) && defined(SHEEN_TEXTURE)
1334
+ gl_FragColor.rgb=sheenOut.sheenMapData.rgb;
1335
+ #elif DEBUGMODE==30 && defined(ANISOTROPIC) && defined(ANISOTROPIC_TEXTURE)
1336
+ gl_FragColor.rgb=anisotropicOut.anisotropyMapData.rgb;
1337
+ #elif DEBUGMODE==31 && defined(SUBSURFACE) && defined(SS_THICKNESSANDMASK_TEXTURE)
1338
+ gl_FragColor.rgb=subSurfaceOut.thicknessMap.rgb;
1339
+ #elif DEBUGMODE==32 && defined(BUMP)
1340
+ gl_FragColor.rgb=texture2D(bumpSampler,vBumpUV).rgb;
1341
+ #elif DEBUGMODE==40 && defined(SS_REFRACTION)
1342
+ gl_FragColor.rgb=subSurfaceOut.environmentRefraction.rgb;
1343
+ #define DEBUGMODE_GAMMA
1344
+ #elif DEBUGMODE==41 && defined(REFLECTION)
1345
+ gl_FragColor.rgb=reflectionOut.environmentRadiance.rgb;
1346
+ #ifndef GAMMAREFLECTION
1347
+ #define DEBUGMODE_GAMMA
1348
+ #endif
1349
+ #elif DEBUGMODE==42 && defined(CLEARCOAT) && defined(REFLECTION)
1350
+ gl_FragColor.rgb=clearcoatOut.environmentClearCoatRadiance.rgb;
1351
+ #define DEBUGMODE_GAMMA
1352
+ #elif DEBUGMODE==50
1353
+ gl_FragColor.rgb=diffuseBase.rgb;
1354
+ #define DEBUGMODE_GAMMA
1355
+ #elif DEBUGMODE==51 && defined(SPECULARTERM)
1356
+ gl_FragColor.rgb=specularBase.rgb;
1357
+ #define DEBUGMODE_GAMMA
1358
+ #elif DEBUGMODE==52 && defined(CLEARCOAT)
1359
+ gl_FragColor.rgb=clearCoatBase.rgb;
1360
+ #define DEBUGMODE_GAMMA
1361
+ #elif DEBUGMODE==53 && defined(SHEEN)
1362
+ gl_FragColor.rgb=sheenBase.rgb;
1363
+ #define DEBUGMODE_GAMMA
1364
+ #elif DEBUGMODE==54 && defined(REFLECTION)
1365
+ gl_FragColor.rgb=reflectionOut.environmentIrradiance.rgb;
1366
+ #ifndef GAMMAREFLECTION
1367
+ #define DEBUGMODE_GAMMA
1368
+ #endif
1369
+ #elif DEBUGMODE==60
1370
+ gl_FragColor.rgb=surfaceAlbedo.rgb;
1371
+ #define DEBUGMODE_GAMMA
1372
+ #elif DEBUGMODE==61
1373
+ gl_FragColor.rgb=clearcoatOut.specularEnvironmentR0;
1374
+ #define DEBUGMODE_GAMMA
1375
+ #elif DEBUGMODE==62 && defined(METALLICWORKFLOW)
1376
+ gl_FragColor.rgb=vec3(reflectivityOut.metallic);
1377
+ #elif DEBUGMODE==71 && defined(METALLICWORKFLOW)
1378
+ gl_FragColor.rgb=reflectivityOut.metallicF0;
1379
+ #elif DEBUGMODE==63
1380
+ gl_FragColor.rgb=vec3(roughness);
1381
+ #elif DEBUGMODE==64
1382
+ gl_FragColor.rgb=vec3(alphaG);
1383
+ #elif DEBUGMODE==65
1384
+ gl_FragColor.rgb=vec3(NdotV);
1385
+ #elif DEBUGMODE==66 && defined(CLEARCOAT) && defined(CLEARCOAT_TINT)
1386
+ gl_FragColor.rgb=clearcoatOut.clearCoatColor.rgb;
1387
+ #define DEBUGMODE_GAMMA
1388
+ #elif DEBUGMODE==67 && defined(CLEARCOAT)
1389
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatRoughness);
1390
+ #elif DEBUGMODE==68 && defined(CLEARCOAT)
1391
+ gl_FragColor.rgb=vec3(clearcoatOut.clearCoatNdotV);
1392
+ #elif DEBUGMODE==69 && defined(SUBSURFACE) && defined(SS_TRANSLUCENCY)
1393
+ gl_FragColor.rgb=subSurfaceOut.transmittance;
1394
+ #elif DEBUGMODE==70 && defined(SUBSURFACE) && defined(SS_REFRACTION)
1395
+ gl_FragColor.rgb=subSurfaceOut.refractionTransmittance;
1396
+ #elif DEBUGMODE==72
1397
+ gl_FragColor.rgb=vec3(microSurface);
1398
+ #elif DEBUGMODE==73
1399
+ gl_FragColor.rgb=vAlbedoColor.rgb;
1400
+ #define DEBUGMODE_GAMMA
1401
+ #elif DEBUGMODE==74 && !defined(METALLICWORKFLOW)
1402
+ gl_FragColor.rgb=vReflectivityColor.rgb;
1403
+ #define DEBUGMODE_GAMMA
1404
+ #elif DEBUGMODE==75
1405
+ gl_FragColor.rgb=vEmissiveColor.rgb;
1406
+ #define DEBUGMODE_GAMMA
1407
+ #elif DEBUGMODE==80 && defined(RADIANCEOCCLUSION)
1408
+ gl_FragColor.rgb=vec3(seo);
1409
+ #elif DEBUGMODE==81 && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)
1410
+ gl_FragColor.rgb=vec3(eho);
1411
+ #elif DEBUGMODE==82 && defined(MS_BRDF_ENERGY_CONSERVATION)
1412
+ gl_FragColor.rgb=vec3(energyConservationFactor);
1413
+ #elif DEBUGMODE==83 && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
1414
+ gl_FragColor.rgb=baseSpecularEnvironmentReflectance;
1415
+ #define DEBUGMODE_GAMMA
1416
+ #elif DEBUGMODE==84 && defined(CLEARCOAT) && defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
1417
+ gl_FragColor.rgb=clearcoatOut.clearCoatEnvironmentReflectance;
1418
+ #define DEBUGMODE_GAMMA
1419
+ #elif DEBUGMODE==85 && defined(SHEEN) && defined(REFLECTION)
1420
+ gl_FragColor.rgb=sheenOut.sheenEnvironmentReflectance;
1421
+ #define DEBUGMODE_GAMMA
1422
+ #elif DEBUGMODE==86 && defined(ALPHABLEND)
1423
+ gl_FragColor.rgb=vec3(luminanceOverAlpha);
1424
+ #elif DEBUGMODE==87
1425
+ gl_FragColor.rgb=vec3(alpha);
1426
+ #elif DEBUGMODE==88 && defined(ALBEDO)
1427
+ gl_FragColor.rgb=vec3(albedoTexture.a);
1428
+ #elif DEBUGMODE==89
1429
+ gl_FragColor.rgb=aoOut.ambientOcclusionColor.rgb;
1430
+ #else
1431
+ float stripeWidth=30.;float stripePos=floor(gl_FragCoord.x/stripeWidth);float whichColor=mod(stripePos,2.);vec3 color1=vec3(.6,.2,.2);vec3 color2=vec3(.3,.1,.1);gl_FragColor.rgb=mix(color1,color2,whichColor);
1432
+ #endif
1433
+ gl_FragColor.rgb*=vDebugMode.y;
1434
+ #ifdef DEBUGMODE_NORMALIZE
1435
+ gl_FragColor.rgb=normalize(gl_FragColor.rgb)*0.5+0.5;
1436
+ #endif
1437
+ #ifdef DEBUGMODE_GAMMA
1438
+ gl_FragColor.rgb=toGammaSpace(gl_FragColor.rgb);
1439
+ #endif
1440
+ gl_FragColor.a=1.0;
1441
+ #ifdef PREPASS
1442
+ gl_FragData[0]=toLinearSpace(gl_FragColor);
1443
+ gl_FragData[1]=vec4(0.,0.,0.,0.);
1444
+ #endif
1445
+ #ifdef DEBUGMODE_FORCERETURN
1446
+ return;
1447
+ #endif
1448
+ }
1449
+ #endif
1450
+ `;o.ShaderStore.IncludesShadersStore[L]||(o.ShaderStore.IncludesShadersStore[L]=N),e.s(["pbrDebug",0,{name:L,shader:N}],3291)}]);