@xeokit/xeokit-sdk 2.6.85-renderers-refactor-v2 → 2.6.86

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 (184) hide show
  1. package/dist/xeokit-sdk.cjs.js +44618 -13007
  2. package/dist/xeokit-sdk.es.js +44617 -13008
  3. package/dist/xeokit-sdk.es5.js +3488 -1387
  4. package/dist/xeokit-sdk.min.cjs.js +8 -8
  5. package/dist/xeokit-sdk.min.es.js +8 -8
  6. package/dist/xeokit-sdk.min.es5.js +7 -7
  7. package/package.json +1 -1
  8. package/src/plugins/lib/html/MenuEvent.js +2 -2
  9. package/src/viewer/Viewer.js +103 -55
  10. package/src/viewer/scene/canvas/Canvas.js +43 -3
  11. package/src/viewer/scene/geometry/ReadableGeometry.js +25 -0
  12. package/src/viewer/scene/lights/CubeTexture.js +13 -0
  13. package/src/viewer/scene/lights/DirLight.js +1 -2
  14. package/src/viewer/scene/lights/PointLight.js +1 -2
  15. package/src/viewer/scene/materials/Texture.js +9 -0
  16. package/src/viewer/scene/math/rtcCoords.js +38 -1
  17. package/src/viewer/scene/mesh/Mesh.js +212 -454
  18. package/src/viewer/scene/mesh/draw/DrawRenderer.js +998 -0
  19. package/src/viewer/scene/mesh/draw/DrawShaderSource.js +1504 -305
  20. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesRenderer.js +259 -0
  21. package/src/viewer/scene/mesh/emphasis/EmphasisEdgesShaderSource.js +160 -0
  22. package/src/viewer/scene/mesh/emphasis/EmphasisFillRenderer.js +286 -0
  23. package/src/viewer/scene/mesh/emphasis/EmphasisFillShaderSource.js +263 -0
  24. package/src/viewer/scene/mesh/occlusion/OcclusionRenderer.js +221 -0
  25. package/src/viewer/scene/mesh/occlusion/OcclusionShaderSource.js +158 -9
  26. package/src/viewer/scene/mesh/pick/PickMeshRenderer.js +223 -0
  27. package/src/viewer/scene/mesh/pick/PickMeshShaderSource.js +151 -21
  28. package/src/viewer/scene/mesh/pick/PickTriangleRenderer.js +200 -0
  29. package/src/viewer/scene/mesh/pick/PickTriangleShaderSource.js +124 -12
  30. package/src/viewer/scene/mesh/shadow/ShadowRenderer.js +214 -0
  31. package/src/viewer/scene/mesh/shadow/ShadowShaderSource.js +97 -22
  32. package/src/viewer/scene/model/RENDER_PASSES.js +34 -0
  33. package/src/viewer/scene/model/SceneModel.js +861 -245
  34. package/src/viewer/scene/model/SceneModelEntity.js +4 -4
  35. package/src/viewer/scene/model/SceneModelMesh.js +3 -3
  36. package/src/viewer/scene/model/dtx/BindableDataTexture.js +31 -0
  37. package/src/viewer/scene/model/dtx/lines/DTXLinesBuffer.js +27 -0
  38. package/src/viewer/scene/model/dtx/lines/DTXLinesLayer.js +897 -0
  39. package/src/viewer/scene/model/dtx/lines/DTXLinesState.js +46 -0
  40. package/src/viewer/scene/model/dtx/lines/DTXLinesTextureFactory.js +411 -0
  41. package/src/viewer/scene/model/dtx/lines/dataTextureRamStats.js +49 -0
  42. package/src/viewer/scene/model/dtx/lines/rebucketPositions.js +208 -0
  43. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesColorRenderer.js +389 -0
  44. package/src/viewer/scene/model/dtx/lines/renderers/DTXLinesRenderers.js +65 -0
  45. package/src/viewer/scene/model/dtx/triangles/DTXTrianglesLayer.js +1399 -0
  46. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesBuffer.js +46 -0
  47. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesState.js +250 -0
  48. package/src/viewer/scene/model/dtx/triangles/lib/DTXTrianglesTextureFactory.js +518 -0
  49. package/src/viewer/scene/model/dtx/triangles/lib/dataTextureRamStats.js +54 -0
  50. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesColorRenderer.js +639 -0
  51. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesDepthRenderer.js +464 -0
  52. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesColorRenderer.js +423 -0
  53. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesEdgesRenderer.js +431 -0
  54. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesNormalsRenderer.js +345 -0
  55. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesOcclusionRenderer.js +436 -0
  56. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickDepthRenderer.js +466 -0
  57. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickMeshRenderer.js +437 -0
  58. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsFlatRenderer.js +460 -0
  59. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesPickNormalsRenderer.js +437 -0
  60. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesRenderers.js +307 -0
  61. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSilhouetteRenderer.js +472 -0
  62. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapInitRenderer.js +474 -0
  63. package/src/viewer/scene/model/dtx/triangles/renderers/DTXTrianglesSnapRenderer.js +435 -0
  64. package/src/viewer/scene/model/vbo/ScratchMemory.js +63 -0
  65. package/src/viewer/scene/model/vbo/VBORenderer.js +664 -0
  66. package/src/viewer/scene/model/vbo/batching/lines/VBOBatchingLinesLayer.js +704 -0
  67. package/src/viewer/scene/model/vbo/batching/lines/lib/VBOBatchingLinesBuffer.js +19 -0
  68. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLineSnapInitRenderer.js +318 -0
  69. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesColorRenderer.js +114 -0
  70. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesRenderers.js +99 -0
  71. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSilhouetteRenderer.js +124 -0
  72. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapInitRenderer.js +313 -0
  73. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOBatchingLinesSnapRenderer.js +311 -0
  74. package/src/viewer/scene/model/vbo/batching/lines/renderers/VBOSceneModelLineBatchingRenderer.js +24 -0
  75. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsLayer.js +688 -0
  76. package/src/viewer/scene/model/vbo/batching/points/VBOBatchingPointsRenderer.js +24 -0
  77. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsColorRenderer.js +168 -0
  78. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsOcclusionRenderer.js +136 -0
  79. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickDepthRenderer.js +156 -0
  80. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsPickMeshRenderer.js +148 -0
  81. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsRenderers.js +144 -0
  82. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsShadowRenderer.js +107 -0
  83. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSilhouetteRenderer.js +146 -0
  84. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapInitRenderer.js +315 -0
  85. package/src/viewer/scene/model/vbo/batching/points/renderers/VBOBatchingPointsSnapRenderer.js +305 -0
  86. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesBuffer.js +24 -0
  87. package/src/viewer/scene/model/vbo/batching/triangles/VBOBatchingTrianglesLayer.js +1346 -0
  88. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesColorRenderer.js +131 -0
  89. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesEmphasisRenderer.js +135 -0
  90. package/src/viewer/scene/model/vbo/batching/triangles/renderers/EdgesRenderer.js +12 -0
  91. package/src/viewer/scene/model/vbo/batching/triangles/renderers/Renderers.js +403 -0
  92. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesBatchingRenderer.js +35 -0
  93. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorRenderer.js +252 -0
  94. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesColorTextureRenderer.js +294 -0
  95. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesDepthRenderer.js +115 -0
  96. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesFlatColorRenderer.js +246 -0
  97. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesNormalsRenderer.js +139 -0
  98. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesOcclusionRenderer.js +125 -0
  99. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  100. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickDepthRenderer.js +144 -0
  101. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickMeshRenderer.js +130 -0
  102. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +121 -0
  103. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesPickNormalsRenderer.js +131 -0
  104. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesShadowRenderer.js +107 -0
  105. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSilhouetteRenderer.js +144 -0
  106. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapInitRenderer.js +313 -0
  107. package/src/viewer/scene/model/vbo/batching/triangles/renderers/TrianglesSnapRenderer.js +312 -0
  108. package/src/viewer/scene/model/vbo/float16.js +760 -0
  109. package/src/viewer/scene/model/vbo/instancing/lines/VBOInstancingLinesLayer.js +711 -0
  110. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesColorRenderer.js +148 -0
  111. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderer.js +26 -0
  112. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesRenderers.js +139 -0
  113. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSilhouetteRenderer.js +127 -0
  114. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapInitRenderer.js +308 -0
  115. package/src/viewer/scene/model/vbo/instancing/lines/renderers/VBOInstancingLinesSnapRenderer.js +299 -0
  116. package/src/viewer/scene/model/vbo/instancing/points/VBOInstancingPointsLayer.js +733 -0
  117. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsColorRenderer.js +174 -0
  118. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsDepthRenderer.js +156 -0
  119. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsOcclusionRenderer.js +149 -0
  120. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickDepthRenderer.js +170 -0
  121. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsPickMeshRenderer.js +152 -0
  122. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderer.js +26 -0
  123. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsRenderers.js +174 -0
  124. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsShadowRenderer.js +119 -0
  125. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSilhouetteRenderer.js +154 -0
  126. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapInitRenderer.js +307 -0
  127. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingPointsSnapRenderer.js +293 -0
  128. package/src/viewer/scene/model/vbo/instancing/points/renderers/VBOInstancingTrianglesRenderer.js +150 -0
  129. package/src/viewer/scene/model/vbo/instancing/triangles/VBOInstancingTrianglesLayer.js +1289 -0
  130. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesColorRenderer.js +135 -0
  131. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesEmphasisRenderer.js +137 -0
  132. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/EdgesRenderer.js +12 -0
  133. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/Renderers.js +403 -0
  134. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorRenderer.js +267 -0
  135. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesColorTextureRenderer.js +299 -0
  136. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesDepthRenderer.js +126 -0
  137. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatColorRenderer.js +255 -0
  138. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesFlatNormalsRenderer.js +130 -0
  139. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesInstancingRenderer.js +32 -0
  140. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesNormalsRenderer.js +138 -0
  141. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesOcclusionRenderer.js +128 -0
  142. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPBRRenderer.js +561 -0
  143. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickDepthRenderer.js +149 -0
  144. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickMeshRenderer.js +136 -0
  145. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsFlatRenderer.js +130 -0
  146. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesPickNormalsRenderer.js +145 -0
  147. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesShadowRenderer.js +113 -0
  148. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSilhouetteRenderer.js +148 -0
  149. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapInitRenderer.js +319 -0
  150. package/src/viewer/scene/model/vbo/instancing/triangles/renderers/TrianglesSnapRenderer.js +310 -0
  151. package/src/viewer/scene/scene/Scene.js +38 -21
  152. package/src/viewer/scene/webgl/ArrayBuf.js +20 -5
  153. package/src/viewer/scene/webgl/Attribute.js +23 -0
  154. package/src/viewer/scene/webgl/FrameContext.js +86 -14
  155. package/src/viewer/scene/webgl/Program.js +181 -0
  156. package/src/viewer/scene/webgl/RenderBuffer.js +262 -62
  157. package/src/viewer/scene/webgl/RenderBufferManager.js +34 -0
  158. package/src/viewer/scene/webgl/Renderer.js +843 -880
  159. package/src/viewer/scene/webgl/Sampler.js +18 -0
  160. package/src/viewer/scene/webgl/Shader.js +49 -0
  161. package/src/viewer/scene/webgl/occlusion/OcclusionLayer.js +132 -60
  162. package/src/viewer/scene/webgl/occlusion/OcclusionTester.js +328 -167
  163. package/src/viewer/scene/webgl/sao/SAODepthLimitedBlurRenderer.js +324 -0
  164. package/src/viewer/scene/webgl/sao/SAOOcclusionRenderer.js +384 -0
  165. package/src/viewer/utils/os.js +9 -0
  166. package/src/viewer/scene/mesh/draw/LambertShaderSource.js +0 -35
  167. package/src/viewer/scene/mesh/emphasis/EmphasisShaderSource.js +0 -34
  168. package/src/viewer/scene/model/layer/DTXLayer.js +0 -940
  169. package/src/viewer/scene/model/layer/Layer.js +0 -786
  170. package/src/viewer/scene/model/layer/VBOLayer.js +0 -1019
  171. package/src/viewer/scene/model/layer/programs/ColorProgram.js +0 -35
  172. package/src/viewer/scene/model/layer/programs/ColorTextureProgram.js +0 -46
  173. package/src/viewer/scene/model/layer/programs/DepthProgram.js +0 -11
  174. package/src/viewer/scene/model/layer/programs/EdgesProgram.js +0 -12
  175. package/src/viewer/scene/model/layer/programs/FlatColorProgram.js +0 -24
  176. package/src/viewer/scene/model/layer/programs/OcclusionProgram.js +0 -12
  177. package/src/viewer/scene/model/layer/programs/PBRProgram.js +0 -180
  178. package/src/viewer/scene/model/layer/programs/PickDepthProgram.js +0 -30
  179. package/src/viewer/scene/model/layer/programs/PickMeshProgram.js +0 -12
  180. package/src/viewer/scene/model/layer/programs/PickNormalsProgram.js +0 -18
  181. package/src/viewer/scene/model/layer/programs/ShadowProgram.js +0 -23
  182. package/src/viewer/scene/model/layer/programs/SilhouetteProgram.js +0 -15
  183. package/src/viewer/scene/model/layer/programs/SnapProgram.js +0 -28
  184. package/src/viewer/scene/webgl/WebGLRenderer.js +0 -612
@@ -1,126 +1,755 @@
1
- import {createLightSetup, setupTexture} from "../../webgl/WebGLRenderer.js";
2
- import {math} from "../../math/math.js";
3
- const tempVec4 = math.vec4();
1
+ /**
2
+ * @private
3
+ */
4
4
 
5
- export const DrawShaderSource = function(meshDrawHash, programVariables, geometry, material, scene) {
6
- const materialState = material._state;
7
- const phongMaterial = (materialState.type === "PhongMaterial");
5
+ import {LinearEncoding, sRGBEncoding} from "../../constants/constants.js";
6
+
7
+ const DrawShaderSource = function (mesh) {
8
+ if (mesh._material._state.type === "LambertMaterial") {
9
+ this.vertex = buildVertexLambert(mesh);
10
+ this.fragment = buildFragmentLambert(mesh);
11
+ } else {
12
+ this.vertex = buildVertexDraw(mesh);
13
+ this.fragment = buildFragmentDraw(mesh);
14
+ }
15
+ };
16
+
17
+ const TEXTURE_DECODE_FUNCS = {};
18
+ TEXTURE_DECODE_FUNCS[LinearEncoding] = "linearToLinear";
19
+ TEXTURE_DECODE_FUNCS[sRGBEncoding] = "sRGBToLinear";
20
+
21
+ function getReceivesShadow(mesh) {
22
+ if (!mesh.receivesShadow) {
23
+ return false;
24
+ }
25
+ const lights = mesh.scene._lightsState.lights;
26
+ if (!lights || lights.length === 0) {
27
+ return false;
28
+ }
29
+ for (let i = 0, len = lights.length; i < len; i++) {
30
+ if (lights[i].castsShadow) {
31
+ return true;
32
+ }
33
+ }
34
+ return false;
35
+ }
36
+
37
+ function hasTextures(mesh) {
38
+ if (!mesh._geometry._state.uvBuf) {
39
+ return false;
40
+ }
41
+ const material = mesh._material;
42
+ return !!(material._ambientMap ||
43
+ material._occlusionMap ||
44
+ material._baseColorMap ||
45
+ material._diffuseMap ||
46
+ material._alphaMap ||
47
+ material._specularMap ||
48
+ material._glossinessMap ||
49
+ material._specularGlossinessMap ||
50
+ material._emissiveMap ||
51
+ material._metallicMap ||
52
+ material._roughnessMap ||
53
+ material._metallicRoughnessMap ||
54
+ material._reflectivityMap ||
55
+ material._normalMap);
56
+ }
57
+
58
+ function hasNormals(mesh) {
59
+ const primitive = mesh._geometry._state.primitiveName;
60
+ if ((mesh._geometry._state.autoVertexNormals || mesh._geometry._state.normalsBuf) && (primitive === "triangles" || primitive === "triangle-strip" || primitive === "triangle-fan")) {
61
+ return true;
62
+ }
63
+ return false;
64
+ }
65
+
66
+ function buildVertexLambert(mesh) {
67
+
68
+ const scene = mesh.scene;
69
+ const sectionPlanesState = mesh.scene._sectionPlanesState;
70
+ const lightsState = mesh.scene._lightsState;
71
+ const geometryState = mesh._geometry._state;
72
+ const billboard = mesh._state.billboard;
73
+ const stationary = mesh._state.stationary;
74
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
75
+ const quantizedGeometry = !!geometryState.compressGeometry;
76
+
77
+ const src = [];
78
+ src.push("#version 300 es");
79
+ src.push("// Lambertian drawing vertex shader");
80
+ src.push("in vec3 position;");
81
+ src.push("uniform mat4 modelMatrix;");
82
+ src.push("uniform mat4 viewMatrix;");
83
+ src.push("uniform mat4 projMatrix;");
84
+ src.push("uniform vec4 colorize;");
85
+ src.push("uniform vec3 offset;");
86
+ src.push("uniform vec3 scale;");
87
+ if (quantizedGeometry) {
88
+ src.push("uniform mat4 positionsDecodeMatrix;");
89
+ }
90
+ if (scene.logarithmicDepthBufferEnabled) {
91
+ src.push("uniform float logDepthBufFC;");
92
+ src.push("out float vFragDepth;");
93
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
94
+ src.push(" return (m[2][3] == - 1.0);");
95
+ src.push("}");
96
+ src.push("out float isPerspective;");
97
+ }
98
+ if (clipping) {
99
+ src.push("out vec4 vWorldPosition;");
100
+ }
101
+ src.push("uniform vec4 lightAmbient;");
102
+ src.push("uniform vec4 materialColor;");
103
+ src.push("uniform vec3 materialEmissive;");
104
+ if (geometryState.normalsBuf) {
105
+ src.push("in vec3 normal;");
106
+ src.push("uniform mat4 modelNormalMatrix;");
107
+ src.push("uniform mat4 viewNormalMatrix;");
108
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
109
+ const light = lightsState.lights[i];
110
+ if (light.type === "ambient") {
111
+ continue;
112
+ }
113
+ src.push("uniform vec4 lightColor" + i + ";");
114
+ if (light.type === "dir") {
115
+ src.push("uniform vec3 lightDir" + i + ";");
116
+ }
117
+ if (light.type === "point") {
118
+ src.push("uniform vec3 lightPos" + i + ";");
119
+ }
120
+ if (light.type === "spot") {
121
+ src.push("uniform vec3 lightPos" + i + ";");
122
+ src.push("uniform vec3 lightDir" + i + ";");
123
+ }
124
+ }
125
+ if (quantizedGeometry) {
126
+ src.push("vec3 octDecode(vec2 oct) {");
127
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
128
+ src.push(" if (v.z < 0.0) {");
129
+ src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
130
+ src.push(" }");
131
+ src.push(" return normalize(v);");
132
+ src.push("}");
133
+ }
134
+ }
135
+ src.push("out vec4 vColor;");
136
+ if (geometryState.primitiveName === "points") {
137
+ src.push("uniform float pointSize;");
138
+ }
139
+ if (billboard === "spherical" || billboard === "cylindrical") {
140
+ src.push("void billboard(inout mat4 mat) {");
141
+ src.push(" mat[0][0] = scale[0];");
142
+ src.push(" mat[0][1] = 0.0;");
143
+ src.push(" mat[0][2] = 0.0;");
144
+ if (billboard === "spherical") {
145
+ src.push(" mat[1][0] = 0.0;");
146
+ src.push(" mat[1][1] = scale[1];");
147
+ src.push(" mat[1][2] = 0.0;");
148
+ }
149
+ src.push(" mat[2][0] = 0.0;");
150
+ src.push(" mat[2][1] = 0.0;");
151
+ src.push(" mat[2][2] =1.0;");
152
+ src.push("}");
153
+ }
154
+ src.push("void main(void) {");
155
+ src.push("vec4 localPosition = vec4(position, 1.0); ");
156
+ src.push("vec4 worldPosition;");
157
+ if (quantizedGeometry) {
158
+ src.push("localPosition = positionsDecodeMatrix * localPosition;");
159
+ }
160
+ if (geometryState.normalsBuf) {
161
+ if (quantizedGeometry) {
162
+ src.push("vec4 localNormal = vec4(octDecode(normal.xy), 0.0); ");
163
+ } else {
164
+ src.push("vec4 localNormal = vec4(normal, 0.0); ");
165
+ }
166
+ src.push("mat4 modelNormalMatrix2 = modelNormalMatrix;");
167
+ src.push("mat4 viewNormalMatrix2 = viewNormalMatrix;");
168
+ }
169
+ src.push("mat4 viewMatrix2 = viewMatrix;");
170
+ src.push("mat4 modelMatrix2 = modelMatrix;");
171
+ if (stationary) {
172
+ src.push("viewMatrix2[3][0] = viewMatrix2[3][1] = viewMatrix2[3][2] = 0.0;")
173
+ }
174
+ if (billboard === "spherical" || billboard === "cylindrical") {
175
+ src.push("mat4 modelViewMatrix = viewMatrix2 * modelMatrix2;");
176
+ src.push("billboard(modelMatrix2);");
177
+ src.push("billboard(viewMatrix2);");
178
+ src.push("billboard(modelViewMatrix);");
179
+ if (geometryState.normalsBuf) {
180
+ src.push("mat4 modelViewNormalMatrix = viewNormalMatrix2 * modelNormalMatrix2;");
181
+ src.push("billboard(modelNormalMatrix2);");
182
+ src.push("billboard(viewNormalMatrix2);");
183
+ src.push("billboard(modelViewNormalMatrix);");
184
+ }
185
+ src.push("worldPosition = modelMatrix2 * localPosition;");
186
+ src.push("worldPosition.xyz = worldPosition.xyz + offset;");
187
+ src.push("vec4 viewPosition = modelViewMatrix * localPosition;");
188
+ } else {
189
+ src.push("worldPosition = modelMatrix2 * localPosition;");
190
+ src.push("worldPosition.xyz = worldPosition.xyz + offset;");
191
+ src.push("vec4 viewPosition = viewMatrix2 * worldPosition; ");
192
+ }
193
+ if (geometryState.normalsBuf) {
194
+ src.push("vec3 viewNormal = normalize((viewNormalMatrix2 * modelNormalMatrix2 * localNormal).xyz);");
195
+ }
196
+ src.push("vec3 reflectedColor = vec3(0.0, 0.0, 0.0);");
197
+ src.push("vec3 viewLightDir = vec3(0.0, 0.0, -1.0);");
198
+ src.push("float lambertian = 1.0;");
199
+ if (geometryState.normalsBuf) {
200
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
201
+ const light = lightsState.lights[i];
202
+ if (light.type === "ambient") {
203
+ continue;
204
+ }
205
+ if (light.type === "dir") {
206
+ if (light.space === "view") {
207
+ src.push("viewLightDir = normalize(lightDir" + i + ");");
208
+ } else {
209
+ src.push("viewLightDir = normalize((viewMatrix2 * vec4(lightDir" + i + ", 0.0)).xyz);");
210
+ }
211
+ } else if (light.type === "point") {
212
+ if (light.space === "view") {
213
+ src.push("viewLightDir = -normalize(lightPos" + i + " - viewPosition.xyz);");
214
+ } else {
215
+ src.push("viewLightDir = -normalize((viewMatrix2 * vec4(lightPos" + i + ", 0.0)).xyz);");
216
+ }
217
+ } else if (light.type === "spot") {
218
+ if (light.space === "view") {
219
+ src.push("viewLightDir = normalize(lightDir" + i + ");");
220
+ } else {
221
+ src.push("viewLightDir = normalize((viewMatrix2 * vec4(lightDir" + i + ", 0.0)).xyz);");
222
+ }
223
+ } else {
224
+ continue;
225
+ }
226
+ src.push("lambertian = max(dot(-viewNormal, viewLightDir), 0.0);");
227
+ src.push("reflectedColor += lambertian * (lightColor" + i + ".rgb * lightColor" + i + ".a);");
228
+ }
229
+ }
230
+ src.push("vColor = vec4((lightAmbient.rgb * lightAmbient.a * materialColor.rgb) + materialEmissive.rgb + (reflectedColor * materialColor.rgb), materialColor.a) * colorize;"); // TODO: How to have ambient bright enough for canvas BG but not too bright for scene?
231
+ if (clipping) {
232
+ src.push("vWorldPosition = worldPosition;");
233
+ }
234
+ if (geometryState.primitiveName === "points") {
235
+ src.push("gl_PointSize = pointSize;");
236
+ }
237
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
238
+ if (scene.logarithmicDepthBufferEnabled) {
239
+ src.push("vFragDepth = 1.0 + clipPos.w;");
240
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
241
+ }
242
+ src.push("gl_Position = clipPos;");
243
+ src.push("}");
244
+ return src;
245
+ }
246
+
247
+ function buildFragmentLambert(mesh) {
248
+ const scene = mesh.scene;
249
+ const sectionPlanesState = scene._sectionPlanesState;
250
+ const materialState = mesh._material._state;
251
+ const geometryState = mesh._geometry._state;
252
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
253
+ const solid = false && materialState.backfaces;
254
+ const gammaOutput = scene.gammaOutput; // If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is false.
255
+ const src = [];
256
+ src.push("#version 300 es");
257
+ src.push("// Lambertian drawing fragment shader");
258
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
259
+ src.push("precision highp float;");
260
+ src.push("precision highp int;");
261
+ src.push("#else");
262
+ src.push("precision mediump float;");
263
+ src.push("precision mediump int;");
264
+ src.push("#endif");
265
+ if (scene.logarithmicDepthBufferEnabled) {
266
+ src.push("in float isPerspective;");
267
+ src.push("uniform float logDepthBufFC;");
268
+ src.push("in float vFragDepth;");
269
+ }
270
+ if (clipping) {
271
+ src.push("in vec4 vWorldPosition;");
272
+ src.push("uniform bool clippable;");
273
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
274
+ src.push("uniform bool sectionPlaneActive" + i + ";");
275
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
276
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
277
+ }
278
+ }
279
+ src.push("in vec4 vColor;");
280
+ if (gammaOutput) {
281
+ src.push("uniform float gammaFactor;");
282
+ src.push(" vec4 linearToGamma( in vec4 value, in float gammaFactor ) {");
283
+ src.push(" return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );");
284
+ src.push("}");
285
+ }
286
+ src.push("out vec4 outColor;");
287
+ src.push("void main(void) {");
288
+ if (clipping) {
289
+ src.push("if (clippable) {");
290
+ src.push(" float dist = 0.0;");
291
+ for (let i = 0, len = sectionPlanesState.getNumAllocatedSectionPlanes(); i < len; i++) {
292
+ src.push("if (sectionPlaneActive" + i + ") {");
293
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
294
+ src.push("}");
295
+ }
296
+ src.push(" if (dist > 0.0) { discard; }");
297
+ if (solid) {
298
+ src.push(" if (gl_FrontFacing == false) {");
299
+ src.push(" outColor = vec4(1.0, 0.0, 0.0, 1.0);");
300
+ src.push(" return;");
301
+ src.push(" }");
302
+ }
303
+ src.push("}");
304
+ }
305
+ if (geometryState.primitiveName === "points") {
306
+ src.push("vec2 cxy = 2.0 * gl_PointCoord - 1.0;");
307
+ src.push("float r = dot(cxy, cxy);");
308
+ src.push("if (r > 1.0) {");
309
+ src.push(" discard;");
310
+ src.push("}");
311
+
312
+ }
313
+ if (scene.logarithmicDepthBufferEnabled) {
314
+ src.push("gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
315
+ }
316
+ if (gammaOutput) {
317
+ src.push("outColor = linearToGamma(vColor, gammaFactor);");
318
+ } else {
319
+ src.push("outColor = vColor;");
320
+ }
321
+ src.push("}");
322
+ return src;
323
+ }
324
+
325
+ function buildVertexDraw(mesh) {
326
+ const scene = mesh.scene;
327
+ const material = mesh._material;
328
+ const meshState = mesh._state;
329
+ const sectionPlanesState = scene._sectionPlanesState;
330
+ const geometryState = mesh._geometry._state;
331
+ const lightsState = scene._lightsState;
332
+ let i;
333
+ let len;
334
+ let light;
335
+ const billboard = meshState.billboard;
336
+ const background = meshState.background;
337
+ const stationary = meshState.stationary;
338
+ const texturing = hasTextures(mesh);
339
+ const normals = hasNormals(mesh);
340
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
341
+ const receivesShadow = getReceivesShadow(mesh);
342
+ const quantizedGeometry = !!geometryState.compressGeometry;
343
+ const src = [];
344
+ src.push("#version 300 es");
345
+ src.push("// Drawing vertex shader");
346
+ src.push("in vec3 position;");
347
+ if (quantizedGeometry) {
348
+ src.push("uniform mat4 positionsDecodeMatrix;");
349
+ }
350
+ src.push("uniform mat4 modelMatrix;");
351
+ src.push("uniform mat4 viewMatrix;");
352
+ src.push("uniform mat4 projMatrix;");
353
+ src.push("out vec3 vViewPosition;");
354
+ src.push("uniform vec3 offset;");
355
+ src.push("uniform vec3 scale;");
356
+ if (clipping) {
357
+ src.push("out vec4 vWorldPosition;");
358
+ }
359
+ if (scene.logarithmicDepthBufferEnabled) {
360
+ src.push("uniform float logDepthBufFC;");
361
+ src.push("out float vFragDepth;");
362
+ src.push("bool isPerspectiveMatrix(mat4 m) {");
363
+ src.push(" return (m[2][3] == - 1.0);");
364
+ src.push("}");
365
+ src.push("out float isPerspective;");
366
+ }
367
+ if (lightsState.lightMaps.length > 0) {
368
+ src.push("out vec3 vWorldNormal;");
369
+ }
370
+ if (normals) {
371
+ src.push("in vec3 normal;");
372
+ src.push("uniform mat4 modelNormalMatrix;");
373
+ src.push("uniform mat4 viewNormalMatrix;");
374
+ src.push("out vec3 vViewNormal;");
375
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
376
+ light = lightsState.lights[i];
377
+ if (light.type === "ambient") {
378
+ continue;
379
+ }
380
+ if (light.type === "dir") {
381
+ src.push("uniform vec3 lightDir" + i + ";");
382
+ }
383
+ if (light.type === "point") {
384
+ src.push("uniform vec3 lightPos" + i + ";");
385
+ }
386
+ if (light.type === "spot") {
387
+ src.push("uniform vec3 lightPos" + i + ";");
388
+ src.push("uniform vec3 lightDir" + i + ";");
389
+ }
390
+ if (!(light.type === "dir" && light.space === "view")) {
391
+ src.push("out vec4 vViewLightReverseDirAndDist" + i + ";");
392
+ }
393
+ }
394
+ if (quantizedGeometry) {
395
+ src.push("vec3 octDecode(vec2 oct) {");
396
+ src.push(" vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));");
397
+ src.push(" if (v.z < 0.0) {");
398
+ src.push(" v.xy = (1.0 - abs(v.yx)) * vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0);");
399
+ src.push(" }");
400
+ src.push(" return normalize(v);");
401
+ src.push("}");
402
+ }
403
+ }
404
+ if (texturing) {
405
+ src.push("in vec2 uv;");
406
+ src.push("out vec2 vUV;");
407
+ if (quantizedGeometry) {
408
+ src.push("uniform mat3 uvDecodeMatrix;")
409
+ }
410
+ }
411
+ if (geometryState.colors) {
412
+ src.push("in vec4 color;");
413
+ src.push("out vec4 vColor;");
414
+ }
415
+ if (geometryState.primitiveName === "points") {
416
+ src.push("uniform float pointSize;");
417
+ }
418
+ if (billboard === "spherical" || billboard === "cylindrical") {
419
+ src.push("void billboard(inout mat4 mat) {");
420
+ src.push(" mat[0][0] = scale[0];");
421
+ src.push(" mat[0][1] = 0.0;");
422
+ src.push(" mat[0][2] = 0.0;");
423
+ if (billboard === "spherical") {
424
+ src.push(" mat[1][0] = 0.0;");
425
+ src.push(" mat[1][1] = scale[1];");
426
+ src.push(" mat[1][2] = 0.0;");
427
+ }
428
+ src.push(" mat[2][0] = 0.0;");
429
+ src.push(" mat[2][1] = 0.0;");
430
+ src.push(" mat[2][2] =1.0;");
431
+ src.push("}");
432
+ }
433
+ if (receivesShadow) {
434
+ src.push("const mat4 texUnitConverter = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);");
435
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) { // Light sources
436
+ if (lightsState.lights[i].castsShadow) {
437
+ src.push("uniform mat4 shadowViewMatrix" + i + ";");
438
+ src.push("uniform mat4 shadowProjMatrix" + i + ";");
439
+ src.push("out vec4 vShadowPosFromLight" + i + ";");
440
+ }
441
+ }
442
+ }
443
+ src.push("void main(void) {");
444
+ src.push("vec4 localPosition = vec4(position, 1.0); ");
445
+ src.push("vec4 worldPosition;");
446
+ if (quantizedGeometry) {
447
+ src.push("localPosition = positionsDecodeMatrix * localPosition;");
448
+ }
449
+ if (normals) {
450
+ if (quantizedGeometry) {
451
+ src.push("vec4 localNormal = vec4(octDecode(normal.xy), 0.0); ");
452
+ } else {
453
+ src.push("vec4 localNormal = vec4(normal, 0.0); ");
454
+ }
455
+ src.push("mat4 modelNormalMatrix2 = modelNormalMatrix;");
456
+ src.push("mat4 viewNormalMatrix2 = viewNormalMatrix;");
457
+ }
458
+ src.push("mat4 viewMatrix2 = viewMatrix;");
459
+ src.push("mat4 modelMatrix2 = modelMatrix;");
460
+ if (stationary) {
461
+ src.push("viewMatrix2[3][0] = viewMatrix2[3][1] = viewMatrix2[3][2] = 0.0;")
462
+ } else if (background) {
463
+ src.push("viewMatrix2[3] = vec4(0.0, 0.0, 0.0 ,1.0);");
464
+ }
465
+ if (billboard === "spherical" || billboard === "cylindrical") {
466
+ src.push("mat4 modelViewMatrix = viewMatrix2 * modelMatrix2;");
467
+ src.push("billboard(modelMatrix2);");
468
+ src.push("billboard(viewMatrix2);");
469
+ src.push("billboard(modelViewMatrix);");
470
+ if (normals) {
471
+ src.push("mat4 modelViewNormalMatrix = viewNormalMatrix2 * modelNormalMatrix2;");
472
+ src.push("billboard(modelNormalMatrix2);");
473
+ src.push("billboard(viewNormalMatrix2);");
474
+ src.push("billboard(modelViewNormalMatrix);");
475
+ }
476
+ src.push("worldPosition = modelMatrix2 * localPosition;");
477
+ src.push("worldPosition.xyz = worldPosition.xyz + offset;");
478
+ src.push("vec4 viewPosition = modelViewMatrix * localPosition;");
479
+ } else {
480
+ src.push("worldPosition = modelMatrix2 * localPosition;");
481
+ src.push("worldPosition.xyz = worldPosition.xyz + offset;");
482
+ src.push("vec4 viewPosition = viewMatrix2 * worldPosition; ");
483
+ }
484
+ if (normals) {
485
+ src.push("vec3 worldNormal = (modelNormalMatrix2 * localNormal).xyz; ");
486
+ if (lightsState.lightMaps.length > 0) {
487
+ src.push("vWorldNormal = worldNormal;");
488
+ }
489
+ src.push("vViewNormal = normalize((viewNormalMatrix2 * vec4(worldNormal, 1.0)).xyz);");
490
+ src.push("vec3 tmpVec3;");
491
+ src.push("float lightDist;");
492
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) { // Lights
493
+ light = lightsState.lights[i];
494
+ if (light.type === "ambient") {
495
+ continue;
496
+ }
497
+ if (light.type === "dir") {
498
+ if (light.space === "world") {
499
+ src.push("tmpVec3 = vec3(viewMatrix2 * vec4(lightDir" + i + ", 0.0) ).xyz;");
500
+ src.push("vViewLightReverseDirAndDist" + i + " = vec4(-tmpVec3, 0.0);");
501
+ }
502
+ }
503
+ if (light.type === "point") {
504
+ if (light.space === "world") {
505
+ src.push("tmpVec3 = (viewMatrix2 * vec4(lightPos" + i + ", 1.0)).xyz - viewPosition.xyz;");
506
+ src.push("lightDist = abs(length(tmpVec3));");
507
+ } else {
508
+ src.push("tmpVec3 = lightPos" + i + ".xyz - viewPosition.xyz;");
509
+ src.push("lightDist = abs(length(tmpVec3));");
510
+ }
511
+ src.push("vViewLightReverseDirAndDist" + i + " = vec4(tmpVec3, lightDist);");
512
+ }
513
+ }
514
+ }
515
+ if (texturing) {
516
+ if (quantizedGeometry) {
517
+ src.push("vUV = (uvDecodeMatrix * vec3(uv, 1.0)).xy;");
518
+ } else {
519
+ src.push("vUV = uv;");
520
+ }
521
+ }
522
+ if (geometryState.colors) {
523
+ src.push("vColor = color;");
524
+ }
525
+ if (geometryState.primitiveName === "points") {
526
+ src.push("gl_PointSize = pointSize;");
527
+ }
528
+ if (clipping) {
529
+ src.push("vWorldPosition = worldPosition;");
530
+ }
531
+ src.push(" vViewPosition = viewPosition.xyz;");
532
+ src.push("vec4 clipPos = projMatrix * viewPosition;");
533
+ if (scene.logarithmicDepthBufferEnabled) {
534
+ src.push("vFragDepth = 1.0 + clipPos.w;");
535
+ src.push("isPerspective = float (isPerspectiveMatrix(projMatrix));");
536
+ }
537
+ if (background) {
538
+ src.push("clipPos.z = clipPos.w;");
539
+ }
540
+ src.push("gl_Position = clipPos;");
541
+ if (receivesShadow) {
542
+ src.push("const mat4 texUnitConverter = mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0);");
543
+ src.push("vec4 tempx; ");
544
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) { // Light sources
545
+ if (lightsState.lights[i].castsShadow) {
546
+ src.push("vShadowPosFromLight" + i + " = texUnitConverter * shadowProjMatrix" + i + " * (shadowViewMatrix" + i + " * worldPosition); ");
547
+ }
548
+ }
549
+ }
550
+ src.push("}");
551
+ return src;
552
+ }
553
+
554
+ function buildFragmentDraw(mesh) {
555
+
556
+ const scene = mesh.scene;
557
+ const gl = scene.canvas.gl;
558
+ const material = mesh._material;
559
+ const geometryState = mesh._geometry._state;
560
+ const sectionPlanesState = mesh.scene._sectionPlanesState;
561
+ const lightsState = mesh.scene._lightsState;
562
+ const materialState = mesh._material._state;
563
+ const clipping = sectionPlanesState.getNumAllocatedSectionPlanes() > 0;
564
+ const normals = hasNormals(mesh);
565
+ const uvs = geometryState.uvBuf;
566
+ const solid = false && materialState.backfaces;
567
+ const phongMaterial = (materialState.type === "PhongMaterial");
8
568
  const metallicMaterial = (materialState.type === "MetallicMaterial");
9
569
  const specularMaterial = (materialState.type === "SpecularMaterial");
570
+ const receivesShadow = getReceivesShadow(mesh);
571
+ const gammaInput = scene.gammaInput; // If set, then it expects that all textures and colors are premultiplied gamma. Default is false.
572
+ const gammaOutput = scene.gammaOutput; // If set, then it expects that all textures and colors need to be outputted in premultiplied gamma. Default is false.
573
+
574
+ let light;
575
+ const src = [];
576
+ src.push("#version 300 es");
577
+ src.push("// Drawing fragment shader");
578
+
579
+ src.push("#ifdef GL_FRAGMENT_PRECISION_HIGH");
580
+ src.push("precision highp float;");
581
+ src.push("precision highp int;");
582
+ src.push("#else");
583
+ src.push("precision mediump float;");
584
+ src.push("precision mediump int;");
585
+ src.push("#endif");
586
+
587
+ if (scene.logarithmicDepthBufferEnabled) {
588
+ src.push("in float isPerspective;");
589
+ src.push("uniform float logDepthBufFC;");
590
+ src.push("in float vFragDepth;");
591
+ }
592
+
593
+ if (receivesShadow) {
594
+ src.push("float unpackDepth (vec4 color) {");
595
+ src.push(" const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0 * 256.0), 1.0/(256.0*256.0*256.0));");
596
+ src.push(" return dot(color, bitShift);");
597
+ src.push("}");
598
+ }
599
+
600
+ //--------------------------------------------------------------------------------
601
+ // GAMMA CORRECTION
602
+ //--------------------------------------------------------------------------------
603
+
604
+ src.push("uniform float gammaFactor;");
605
+ src.push("vec4 linearToLinear( in vec4 value ) {");
606
+ src.push(" return value;");
607
+ src.push("}");
608
+ src.push("vec4 sRGBToLinear( in vec4 value ) {");
609
+ src.push(" return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );");
610
+ src.push("}");
611
+ src.push("vec4 gammaToLinear( in vec4 value) {");
612
+ src.push(" return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );");
613
+ src.push("}");
614
+ if (gammaOutput) {
615
+ src.push("vec4 linearToGamma( in vec4 value, in float gammaFactor ) {");
616
+ src.push(" return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );");
617
+ src.push("}");
618
+ }
619
+
620
+ //--------------------------------------------------------------------------------
621
+ // USER CLIP PLANES
622
+ //--------------------------------------------------------------------------------
623
+
624
+ if (clipping) {
625
+ src.push("in vec4 vWorldPosition;");
626
+ src.push("uniform bool clippable;");
627
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
628
+ src.push("uniform bool sectionPlaneActive" + i + ";");
629
+ src.push("uniform vec3 sectionPlanePos" + i + ";");
630
+ src.push("uniform vec3 sectionPlaneDir" + i + ";");
631
+ }
632
+ }
633
+
634
+ if (normals) {
635
+
636
+ //--------------------------------------------------------------------------------
637
+ // LIGHT AND REFLECTION MAP INPUTS
638
+ // Define here so available globally to shader functions
639
+ //--------------------------------------------------------------------------------
640
+
641
+ if (lightsState.lightMaps.length > 0) {
642
+ src.push("uniform samplerCube lightMap;");
643
+ src.push("uniform mat4 viewNormalMatrix;");
644
+ }
645
+ if (lightsState.reflectionMaps.length > 0) {
646
+ src.push("uniform samplerCube reflectionMap;");
647
+ }
648
+ if (lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0) {
649
+ src.push("uniform mat4 viewMatrix;");
650
+ }
651
+
652
+ //--------------------------------------------------------------------------------
653
+ // SHADING FUNCTIONS
654
+ //--------------------------------------------------------------------------------
655
+
656
+ // CONSTANT DEFINITIONS
657
+
658
+ src.push("#define PI 3.14159265359");
659
+ src.push("#define RECIPROCAL_PI 0.31830988618");
660
+ src.push("#define RECIPROCAL_PI2 0.15915494");
661
+ src.push("#define EPSILON 1e-6");
662
+
663
+ src.push("#define saturate(a) clamp( a, 0.0, 1.0 )");
664
+
665
+ // UTILITY DEFINITIONS
666
+
667
+ src.push("vec3 inverseTransformDirection(in vec3 dir, in mat4 matrix) {");
668
+ src.push(" return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );");
669
+ src.push("}");
670
+
671
+ // STRUCTURES
672
+
673
+ src.push("struct IncidentLight {");
674
+ src.push(" vec3 color;");
675
+ src.push(" vec3 direction;");
676
+ src.push("};");
677
+
678
+ src.push("struct ReflectedLight {");
679
+ src.push(" vec3 diffuse;");
680
+ src.push(" vec3 specular;");
681
+ src.push("};");
682
+
683
+ src.push("struct Geometry {");
684
+ src.push(" vec3 position;");
685
+ src.push(" vec3 viewNormal;");
686
+ src.push(" vec3 worldNormal;");
687
+ src.push(" vec3 viewEyeDir;");
688
+ src.push("};");
689
+
690
+ src.push("struct Material {");
691
+ src.push(" vec3 diffuseColor;");
692
+ src.push(" float specularRoughness;");
693
+ src.push(" vec3 specularColor;");
694
+ src.push(" float shine;"); // Only used for Phong
695
+ src.push("};");
10
696
 
11
- const attributes = geometry.attributes;
12
- const lightSetup = createLightSetup(programVariables, scene._lightsState);
697
+ // COMMON UTILS
13
698
 
14
- const colorize = programVariables.createUniform("vec4", "colorize", (set, state) => set(state.meshColorize));
699
+ if (phongMaterial) {
15
700
 
16
- const fresnel = programVariables.createFragmentDefinition(
17
- "fresnel",
18
- (name, src) => {
19
- src.push(`float ${name}(vec3 eyeDir, vec3 normal, float edgeBias, float centerBias, float power) {`);
20
- src.push(" float fr = abs(dot(eyeDir, normal));");
21
- src.push(" float finalFr = clamp((fr - edgeBias) / (centerBias - edgeBias), 0.0, 1.0);");
22
- src.push(" return pow(finalFr, power);");
701
+ if (lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0) {
702
+
703
+ src.push("void computePhongLightMapping(const in Geometry geometry, const in Material material, inout ReflectedLight reflectedLight) {");
704
+
705
+ if (lightsState.lightMaps.length > 0) {
706
+ src.push(" vec3 irradiance = " + TEXTURE_DECODE_FUNCS[lightsState.lightMaps[0].encoding] + "(texture(lightMap, geometry.worldNormal)).rgb;");
707
+ src.push(" irradiance *= PI;");
708
+ src.push(" vec3 diffuseBRDFContrib = (RECIPROCAL_PI * material.diffuseColor);");
709
+ src.push(" reflectedLight.diffuse += irradiance * diffuseBRDFContrib;");
710
+ }
711
+ if (lightsState.reflectionMaps.length > 0) {
712
+ src.push(" vec3 reflectVec = reflect(-geometry.viewEyeDir, geometry.viewNormal);");
713
+ src.push(" vec3 radiance = texture(reflectionMap, reflectVec).rgb * 0.2;");
714
+ src.push(" radiance *= PI;");
715
+ src.push(" reflectedLight.specular += radiance;");
716
+ }
717
+ src.push("}");
718
+ }
719
+
720
+ src.push("void computePhongLighting(const in IncidentLight directLight, const in Geometry geometry, const in Material material, inout ReflectedLight reflectedLight) {");
721
+ src.push(" float dotNL = saturate(dot(geometry.viewNormal, directLight.direction));");
722
+ src.push(" vec3 irradiance = dotNL * directLight.color * PI;");
723
+ src.push(" reflectedLight.diffuse += irradiance * (RECIPROCAL_PI * material.diffuseColor);");
724
+ src.push(" reflectedLight.specular += directLight.color * material.specularColor * pow(max(dot(reflect(-directLight.direction, -geometry.viewNormal), geometry.viewEyeDir), 0.0), material.shine);");
23
725
  src.push("}");
24
- });
25
-
26
- const setupFresnel = (name, colorSwizzle, getMaterialValue) => {
27
- const fresnelUniform = (type, namePostfix, getParameterValue) => {
28
- return programVariables.createUniform(type, name + "Fresnel" + namePostfix, (set, state) => set(getParameterValue(getMaterialValue(state.material))));
29
- };
30
- const edgeBias = fresnelUniform("float", "EdgeBias", (fresnelValue => fresnelValue.edgeBias));
31
- const centerBias = fresnelUniform("float", "CenterBias", (fresnelValue => fresnelValue.centerBias));
32
- const power = fresnelUniform("float", "Power", (fresnelValue => fresnelValue.power));
33
- const edgeColor = fresnelUniform("vec3", "EdgeColor", (fresnelValue => fresnelValue.edgeColor));
34
- const centerColor = fresnelUniform("vec3", "CenterColor", (fresnelValue => fresnelValue.centerColor));
35
-
36
- return getMaterialValue(material) && ((viewEyeDir, viewNormal) => {
37
- const f = `${fresnel}(${viewEyeDir}, ${viewNormal}, ${edgeBias}, ${centerBias}, ${power})`;
38
- return `mix(${edgeColor + colorSwizzle}, ${centerColor + colorSwizzle}, ${f})`;
39
- });
40
- };
41
-
42
- const diffuseFresnel = setupFresnel("diffuse", "", mtl => mtl._diffuseFresnel);
43
- const specularFresnel = setupFresnel("specular", "", mtl => mtl._specularFresnel);
44
- const emissiveFresnel = setupFresnel("emissive", "", mtl => mtl._emissiveFresnel);
45
- const alphaFresnel = setupFresnel("alpha", ".r", mtl => mtl._alphaFresnel);
46
-
47
-
48
- const setup2dTexture = (name, getMaterialValue) => {
49
- const initTex = attributes.uv && getMaterialValue(material);
50
- const tex = initTex && setupTexture(programVariables, "sampler2D", name, initTex.encoding, (set, state) => set(getMaterialValue(state.material)._state.texture));
51
- return tex && (function() {
52
- const matrix = initTex._state.matrix && programVariables.createUniform("mat4", name + "MapMatrix", (set, state) => set(getMaterialValue(state.material)._state.matrix));
53
- const getTexCoordExpression = matrix ? (texPos => `(${matrix} * ${texPos}).st`) : (texPos => `${texPos}.st`);
54
- const sample = (texturePos, bias) => tex(getTexCoordExpression(texturePos, bias));
55
- sample.getTexCoordExpression = getTexCoordExpression;
56
- return sample;
57
- })();
58
- };
59
-
60
- const ambientMap = setup2dTexture("ambient", mtl => mtl._ambientMap);
61
- const baseColorMap = setup2dTexture("baseColor", mtl => mtl._baseColorMap);
62
- const diffuseMap = setup2dTexture("diffuse", mtl => mtl._diffuseMap);
63
- const emissiveMap = setup2dTexture("emissive", mtl => mtl._emissiveMap);
64
- const occlusionMap = setup2dTexture("occlusion", mtl => mtl._occlusionMap);
65
- const alphaMap = setup2dTexture("alpha", mtl => mtl._alphaMap);
66
- const metallicMap = setup2dTexture("metallic", mtl => mtl._metallicMap);
67
- const roughnessMap = setup2dTexture("roughness", mtl => mtl._roughnessMap);
68
- const metallicRoughnessMap = setup2dTexture("metallicRoughness", mtl => mtl._metallicRoughnessMap);
69
- const specularMap = setup2dTexture("specular", mtl => mtl._specularMap);
70
- const glossinessMap = setup2dTexture("glossiness", mtl => mtl._glossinessMap);
71
- const specularGlossinessMap = setup2dTexture("specularGlossiness", mtl => mtl._specularGlossinessMap);
72
- const normalMap = setup2dTexture("normal", mtl => mtl._normalMap);
73
-
74
-
75
- const setupUniform = (name, type, getMaterialValue) => {
76
- const initValue = getMaterialValue(material);
77
- const isDefined = (type === "float") ? ((initValue !== undefined) && (initValue !== null)) : initValue;
78
- return isDefined && programVariables.createUniform(type, name, (set, state) => set(getMaterialValue(state.material)));
79
- };
80
-
81
- const materialAmbient = setupUniform("materialAmbient", "vec3", mtl => mtl.ambient);
82
- const materialDiffuse = setupUniform("materialDiffuse", "vec3", mtl => mtl.diffuse);
83
- const materialBaseColor = setupUniform("materialBaseColor", "vec3", mtl => mtl.baseColor);
84
- const materialEmissive = setupUniform("materialEmissive", "vec3", mtl => mtl.emissive);
85
- const materialSpecular = setupUniform("materialSpecular", "vec3", mtl => mtl.specular);
86
- const materialGlossiness = setupUniform("materialGlossiness", "float", mtl => mtl.glossiness);
87
- const materialMetallic = setupUniform("materialMetallic", "float", mtl => mtl.metallic);
88
- const materialRoughness = setupUniform("materialRoughness", "float", mtl => mtl.roughness);
89
- const materialShininess = setupUniform("materialShininess", "float", mtl => mtl.shininess);
90
- const materialSpecularF0 = setupUniform("materialSpecularF0", "float", mtl => mtl.specularF0);
91
- const materialAlphaModeCutoff = setupUniform("materialAlphaModeCutoff", "vec4", mtl => {
92
- const alpha = mtl.alpha;
93
- if ((alpha !== undefined) && (alpha !== null)) {
94
- tempVec4[0] = alpha;
95
- tempVec4[1] = (mtl.alphaMode === 1 ? 1 : 0);
96
- tempVec4[2] = mtl.alphaCutoff;
97
- return tempVec4;
98
- } else {
99
- return null;
100
726
  }
101
- });
102
727
 
103
- const vViewPosition = programVariables.createVarying("vec3", "vViewPosition", () => `${attributes.position.view}.xyz`);
104
- const texturePos = programVariables.createVarying("vec4", "texturePos", () => `vec4(${attributes.uv}, 1.0, 1.0)`);
105
- const vColor = attributes.color && programVariables.createVarying("vec4", "vColor", () => attributes.color);
728
+ if (metallicMaterial || specularMaterial) {
729
+
730
+ // IRRADIANCE EVALUATION
106
731
 
107
- const vViewNormal = programVariables.createVarying("vec3", "vViewNormal", () => attributes.normal.view);
108
- const texUnitConverter = `mat4(0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0)`;
109
- const vDirectionals = lightSetup.directionalLights.map((light, i) => ({
110
- vViewLightReverseDir: programVariables.createVarying("vec3", `vViewLightReverseDir${i}`, () => light.getDirection(geometry.viewMatrix, null)),
111
- vShadowPosFromLight: programVariables.createVarying("vec3", `vShadowPosFromLight${i}`, () => `(${texUnitConverter} * ${light.shadowParameters.getShadowProjMatrix()} * (${light.shadowParameters.getShadowViewMatrix()} * ${attributes.position.world})).xyz`)
112
- }));
113
- const vWorldNormal = programVariables.createVarying("vec3", "vWorldNormal", () => attributes.normal.world);
732
+ src.push("float GGXRoughnessToBlinnExponent(const in float ggxRoughness) {");
733
+ src.push(" float r = ggxRoughness + 0.0001;");
734
+ src.push(" return (2.0 / (r * r) - 2.0);");
735
+ src.push("}");
736
+
737
+ src.push("float getSpecularMIPLevel(const in float blinnShininessExponent, const in int maxMIPLevel) {");
738
+ src.push(" float maxMIPLevelScalar = float( maxMIPLevel );");
739
+ src.push(" float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( ( blinnShininessExponent * blinnShininessExponent ) + 1.0 );");
740
+ src.push(" return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );");
741
+ src.push("}");
114
742
 
115
- const outColor = programVariables.createOutput("vec4", "outColor");
743
+ if (lightsState.reflectionMaps.length > 0) {
744
+ src.push("vec3 getLightProbeIndirectRadiance(const in vec3 reflectVec, const in float blinnShininessExponent, const in int maxMIPLevel) {");
745
+ src.push(" float mipLevel = 0.5 * getSpecularMIPLevel(blinnShininessExponent, maxMIPLevel);"); //TODO: a random factor - fix this
746
+ src.push(" vec3 envMapColor = " + TEXTURE_DECODE_FUNCS[lightsState.reflectionMaps[0].encoding] + "(texture(reflectionMap, reflectVec, mipLevel)).rgb;");
747
+ src.push(" return envMapColor;");
748
+ src.push("}");
749
+ }
116
750
 
117
- const saturate = programVariables.createFragmentDefinition(
118
- "saturate",
119
- (name, src) => src.push(`float ${name}(const in float a) { return clamp(a, 0.0, 1.0); }`));
751
+ // SPECULAR BRDF EVALUATION
120
752
 
121
- const BRDF_Specular_GGX = programVariables.createFragmentDefinition(
122
- "BRDF_Specular_GGX",
123
- (name, src) => {
124
753
  src.push("vec3 F_Schlick(const in vec3 specularColor, const in float dotLH) {");
125
754
  src.push(" float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );");
126
755
  src.push(" return ( 1.0 - specularColor ) * fresnel + specularColor;");
@@ -137,34 +766,30 @@ export const DrawShaderSource = function(meshDrawHash, programVariables, geometr
137
766
  src.push(" float a2 = ( alpha * alpha );");
138
767
  src.push(" float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * ( dotNV * dotNV ) );");
139
768
  src.push(" float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * ( dotNL * dotNL ) );");
140
- src.push(" return 0.5 / max( gv + gl, 1e-6 );");
769
+ src.push(" return 0.5 / max( gv + gl, EPSILON );");
141
770
  src.push("}");
142
771
 
143
772
  src.push("float D_GGX(const in float alpha, const in float dotNH) {");
144
773
  src.push(" float a2 = ( alpha * alpha );");
145
774
  src.push(" float denom = ( dotNH * dotNH) * ( a2 - 1.0 ) + 1.0;");
146
- src.push(" return 0.31830988618 * a2 / ( denom * denom);"); // 1/PI
775
+ src.push(" return RECIPROCAL_PI * a2 / ( denom * denom);");
147
776
  src.push("}");
148
777
 
149
- src.push(`vec3 ${name}(const in vec3 incidentLightDirection, const in vec3 viewNormal, const in vec3 viewEyeDir, const in vec3 specularColor, const in float roughness) {`);
778
+ src.push("vec3 BRDF_Specular_GGX(const in IncidentLight incidentLight, const in Geometry geometry, const in vec3 specularColor, const in float roughness) {");
150
779
  src.push(" float alpha = ( roughness * roughness );");
151
- src.push(" vec3 halfDir = normalize( incidentLightDirection + viewEyeDir );");
152
- src.push(` float dotNL = ${saturate}( dot( viewNormal, incidentLightDirection ) );`);
153
- src.push(` float dotNV = ${saturate}( dot( viewNormal, viewEyeDir ) );`);
154
- src.push(` float dotNH = ${saturate}( dot( viewNormal, halfDir ) );`);
155
- src.push(` float dotLH = ${saturate}( dot( incidentLightDirection, halfDir ) );`);
780
+ src.push(" vec3 halfDir = normalize( incidentLight.direction + geometry.viewEyeDir );");
781
+ src.push(" float dotNL = saturate( dot( geometry.viewNormal, incidentLight.direction ) );");
782
+ src.push(" float dotNV = saturate( dot( geometry.viewNormal, geometry.viewEyeDir ) );");
783
+ src.push(" float dotNH = saturate( dot( geometry.viewNormal, halfDir ) );");
784
+ src.push(" float dotLH = saturate( dot( incidentLight.direction, halfDir ) );");
156
785
  src.push(" vec3 F = F_Schlick( specularColor, dotLH );");
157
786
  src.push(" float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );");
158
787
  src.push(" float D = D_GGX( alpha, dotNH );");
159
788
  src.push(" return F * (G * D);");
160
789
  src.push("}");
161
- });
162
790
 
163
- const BRDF_Specular_GGX_Environment = programVariables.createFragmentDefinition(
164
- "BRDF_Specular_GGX_Environment",
165
- (name, src) => {
166
- src.push(`vec3 ${name}(const in vec3 viewNormal, const in vec3 viewEyeDir, const in vec3 specularColor, const in float roughness) {`);
167
- src.push(` float dotNV = ${saturate}(dot(viewNormal, viewEyeDir));`);
791
+ src.push("vec3 BRDF_Specular_GGX_Environment(const in Geometry geometry, const in vec3 specularColor, const in float roughness) {");
792
+ src.push(" float dotNV = saturate(dot(geometry.viewNormal, geometry.viewEyeDir));");
168
793
  src.push(" const vec4 c0 = vec4( -1, -0.0275, -0.572, 0.022);");
169
794
  src.push(" const vec4 c1 = vec4( 1, 0.0425, 1.04, -0.04);");
170
795
  src.push(" vec4 r = roughness * c0 + c1;");
@@ -172,202 +797,776 @@ export const DrawShaderSource = function(meshDrawHash, programVariables, geometr
172
797
  src.push(" vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;");
173
798
  src.push(" return specularColor * AB.x + AB.y;");
174
799
  src.push("}");
175
- });
176
-
177
- const perturbNormal2Arb = programVariables.createFragmentDefinition(
178
- "perturbNormal2Arb",
179
- (name, src) => {
180
- src.push(`vec3 ${name}( vec3 eye_pos, vec3 surf_norm, vec2 uv, vec4 texel ) {`);
181
- src.push(" vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );");
182
- src.push(" vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );");
183
- src.push(" vec2 st0 = dFdx( uv.st );");
184
- src.push(" vec2 st1 = dFdy( uv.st );");
185
- src.push(" vec3 S = normalize( q0 * st1.t - q1 * st0.t );");
186
- src.push(" vec3 T = normalize( -q0 * st1.s + q1 * st0.s );");
187
- src.push(" vec3 N = normalize( surf_norm );");
188
- src.push(" vec3 mapN = texel.xyz * 2.0 - 1.0;");
189
- src.push(" mat3 tsn = mat3( S, T, N );");
190
- // src.push(" mapN *= 3.0;");
191
- src.push(" return normalize( tsn * mapN );");
192
- src.push("}");
193
- });
194
-
195
- return {
196
- getHash: () => [
197
- meshDrawHash,
198
- scene.gammaOutput ? "go" : "",
199
- lightSetup.getHash(),
200
- material._state.hash
201
- ],
202
- programName: "Draw",
203
- canActAsBackground: true,
204
- discardPoints: true,
205
- setupPointSize: true,
206
- setsLineWidth: true,
207
- appendFragmentOutputs: (src, getGammaOutputExpression, gl_FragCoord) => {
208
- const hasNonAmbientLighting = attributes.normal && ((lightSetup.directionalLights.length > 0) || lightSetup.getIrradiance || lightSetup.getReflection);
209
- src.push(`vec3 diffuseColor = ${(hasNonAmbientLighting && (phongMaterial || specularMaterial) && materialDiffuse) || (metallicMaterial && materialBaseColor) || "vec3(1.0)"};`);
210
- src.push(`vec4 alphaModeCutoff = ${((phongMaterial || metallicMaterial || specularMaterial) && materialAlphaModeCutoff) || "vec4(1.0, 0.0, 0.0, 0.0)"};`);
211
- src.push("float alpha = alphaModeCutoff[0];");
212
- (phongMaterial || metallicMaterial || specularMaterial) && alphaMap && src.push(`alpha *= ${alphaMap(texturePos)}.r;`);
213
-
214
- if (vColor) {
215
- src.push(`diffuseColor *= ${vColor}.rgb;`);
216
- src.push(`alpha *= ${vColor}.a;`);
217
- }
218
- if (metallicMaterial && baseColorMap) {
219
- src.push("vec4 baseColorTexel = " + baseColorMap(texturePos) + ";");
220
- src.push("diffuseColor *= baseColorTexel.rgb;");
221
- src.push("alpha *= baseColorTexel.a;");
222
- }
223
- if ((phongMaterial || specularMaterial) && diffuseMap) {
224
- src.push("vec4 diffuseTexel = " + diffuseMap(texturePos) + ";");
225
- src.push("diffuseColor *= diffuseTexel.rgb;");
226
- src.push("alpha *= diffuseTexel.a;");
227
- }
228
-
229
- src.push(`vec3 emissiveColor = ${((phongMaterial || metallicMaterial || specularMaterial) && materialEmissive) || "vec3(0.0)"};`);
230
- (phongMaterial || metallicMaterial || specularMaterial) && emissiveMap && src.push(`emissiveColor = ${emissiveMap(texturePos)}.rgb;`);
231
-
232
- if (hasNonAmbientLighting) {
233
-
234
- src.push(`vec3 specular = ${((phongMaterial || specularMaterial) && materialSpecular) || "vec3(1.0)"};`);
235
- src.push(`float glossiness = ${(specularMaterial && materialGlossiness) || "1.0"};`);
236
- src.push(`float metallic = ${(metallicMaterial && materialMetallic) || "1.0"};`);
237
- src.push(`float roughness = ${((metallicMaterial || specularMaterial) && materialRoughness) || "1.0"};`);
238
- src.push(`float shininess = ${(phongMaterial && materialShininess)|| "1.0"};`);
239
- src.push(`float specularF0 = ${(metallicMaterial && materialSpecularF0) || "1.0"};`);
240
- src.push(`float occlusion = ${((phongMaterial || metallicMaterial || specularMaterial) && occlusionMap) ? `${occlusionMap(texturePos)}.r` : "1.0"};`);
241
-
242
- //--------------------------------------------------------------------------------
243
- // SHADING
244
- //--------------------------------------------------------------------------------
245
-
246
- metallicMaterial && metallicMap && src.push(`metallic *= ${metallicMap(texturePos)}.r;`);
247
- metallicMaterial && roughnessMap && src.push(`roughness *= ${roughnessMap(texturePos)}.r;`);
248
-
249
- if (metallicMaterial && metallicRoughnessMap) {
250
- src.push("vec4 metalRoughTexel = " + metallicRoughnessMap(texturePos) + ";");
251
- src.push("metallic *= metalRoughTexel.b;");
252
- src.push("roughness *= metalRoughTexel.g;");
253
- }
254
800
 
255
- (phongMaterial || specularMaterial) && specularMap && src.push(`specular *= ${specularMap(texturePos)}.rgb;`);
256
- specularMaterial && glossinessMap && src.push(`glossiness *= ${glossinessMap(texturePos)}.r;`);
801
+ if (lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0) {
257
802
 
258
- if (specularMaterial && specularGlossinessMap) {
259
- src.push("vec4 specGlossTexel = " + specularGlossinessMap(texturePos) + ";"); // TODO: what if only RGB texture?
260
- src.push("specular *= specGlossTexel.rgb;");
261
- src.push("glossiness *= specGlossTexel.a;");
803
+ src.push("void computePBRLightMapping(const in Geometry geometry, const in Material material, inout ReflectedLight reflectedLight) {");
804
+ if (lightsState.lightMaps.length > 0) {
805
+ src.push(" vec3 irradiance = sRGBToLinear(texture(lightMap, geometry.worldNormal)).rgb;");
806
+ src.push(" irradiance *= PI;");
807
+ src.push(" vec3 diffuseBRDFContrib = (RECIPROCAL_PI * material.diffuseColor);");
808
+ src.push(" reflectedLight.diffuse += irradiance * diffuseBRDFContrib;");
809
+ // src.push(" reflectedLight.diffuse = vec3(1.0, 0.0, 0.0);");
262
810
  }
811
+ if (lightsState.reflectionMaps.length > 0) {
812
+ src.push(" vec3 reflectVec = reflect(-geometry.viewEyeDir, geometry.viewNormal);");
813
+ src.push(" reflectVec = inverseTransformDirection(reflectVec, viewMatrix);");
814
+ src.push(" float blinnExpFromRoughness = GGXRoughnessToBlinnExponent(material.specularRoughness);");
815
+ src.push(" vec3 radiance = getLightProbeIndirectRadiance(reflectVec, blinnExpFromRoughness, 8);");
816
+ src.push(" vec3 specularBRDFContrib = BRDF_Specular_GGX_Environment(geometry, material.specularColor, material.specularRoughness);");
817
+ src.push(" reflectedLight.specular += radiance * specularBRDFContrib;");
818
+ }
819
+ src.push("}");
820
+ }
263
821
 
264
- const vViewNormalized = `normalize(${vViewNormal})`;
265
- const viewNormal = (((phongMaterial || metallicMaterial || specularMaterial) && normalMap)
266
- ? `${perturbNormal2Arb}(${vViewPosition}, ${vViewNormalized}, ${normalMap.getTexCoordExpression(texturePos)}, ${normalMap(texturePos)})`
267
- : vViewNormalized);
268
- src.push(`vec3 viewNormal = ${viewNormal};`);
822
+ // MAIN LIGHTING COMPUTATION FUNCTION
269
823
 
270
- src.push(`vec3 viewEyeDir = normalize(-${vViewPosition});`);
824
+ src.push("void computePBRLighting(const in IncidentLight incidentLight, const in Geometry geometry, const in Material material, inout ReflectedLight reflectedLight) {");
825
+ src.push(" float dotNL = saturate(dot(geometry.viewNormal, incidentLight.direction));");
826
+ src.push(" vec3 irradiance = dotNL * incidentLight.color * PI;");
827
+ src.push(" reflectedLight.diffuse += irradiance * (RECIPROCAL_PI * material.diffuseColor);");
828
+ src.push(" reflectedLight.specular += irradiance * BRDF_Specular_GGX(incidentLight, geometry, material.specularColor, material.specularRoughness);");
829
+ src.push("}");
271
830
 
272
- diffuseFresnel && src.push(`diffuseColor *= ${diffuseFresnel ("viewEyeDir", "viewNormal")};`);
273
- specularFresnel && src.push(`specular *= ${specularFresnel("viewEyeDir", "viewNormal")};`);
274
- emissiveFresnel && src.push(`emissiveColor *= ${emissiveFresnel("viewEyeDir", "viewNormal")};`);
275
- alphaFresnel && src.push(`alpha *= ${alphaFresnel ("viewEyeDir", "viewNormal")};`);
831
+ } // (metallicMaterial || specularMaterial)
276
832
 
277
- src.push("if (alphaModeCutoff[1] == 1.0 && alpha < alphaModeCutoff[2]) {"); // ie. (alphaMode == "mask" && alpha < alphaCutoff)
278
- src.push(" discard;"); // TODO: Discard earlier within this shader?
279
- src.push("}");
833
+ } // geometry.normals
280
834
 
281
- src.push("vec3 material_diffuseColor;");
835
+ //--------------------------------------------------------------------------------
836
+ // GEOMETRY INPUTS
837
+ //--------------------------------------------------------------------------------
282
838
 
283
- if (phongMaterial) {
284
- src.push("material_diffuseColor = diffuseColor;");
285
- src.push("roughness = 0.0;");
286
- }
839
+ src.push("in vec3 vViewPosition;");
287
840
 
288
- if (specularMaterial) {
289
- src.push("float oneMinusSpecularStrength = 1.0 - max(max(specular.r, specular.g ),specular.b);"); // Energy conservation
290
- src.push("material_diffuseColor = diffuseColor * oneMinusSpecularStrength;");
291
- src.push("roughness = clamp(1.0 - glossiness, 0.04, 1.0);");
292
- }
841
+ if (geometryState.colors) {
842
+ src.push("in vec4 vColor;");
843
+ }
293
844
 
294
- if (metallicMaterial) {
295
- src.push("float dielectricSpecular = 0.16 * specularF0 * specularF0;");
296
- src.push("material_diffuseColor = diffuseColor * (1.0 - dielectricSpecular) * (1.0 - metallic);");
297
- src.push("roughness = clamp(roughness, 0.04, 1.0);");
298
- src.push("specular = mix(vec3(dielectricSpecular), diffuseColor, metallic);");
299
- }
845
+ if (uvs &&
846
+ ((normals && material._normalMap)
847
+ || material._ambientMap
848
+ || material._baseColorMap
849
+ || material._diffuseMap
850
+ || material._emissiveMap
851
+ || material._metallicMap
852
+ || material._roughnessMap
853
+ || material._metallicRoughnessMap
854
+ || material._specularMap
855
+ || material._glossinessMap
856
+ || material._specularGlossinessMap
857
+ || material._occlusionMap
858
+ || material._alphaMap)) {
859
+ src.push("in vec2 vUV;");
860
+ }
300
861
 
301
- // ENVIRONMENT AND REFLECTION MAP SHADING
302
-
303
- if (phongMaterial || metallicMaterial || specularMaterial) {
304
- src.push("const float PI = 3.14159265359;");
305
- src.push("vec3 reflDiff = vec3(0.0);");
306
- src.push("vec3 reflSpec = vec3(0.0);");
307
-
308
- lightSetup.getIrradiance && src.push(`reflDiff += ${lightSetup.getIrradiance(`normalize(${vWorldNormal})`)};`);
309
-
310
- if (lightSetup.getReflection) {
311
- const reflectVec = `reflect(-viewEyeDir, viewNormal)`;
312
- const spec = (phongMaterial
313
- ? `0.2 * PI * ${lightSetup.getReflection(reflectVec)}`
314
- : (function() {
315
- const blinnExpFromRoughness = `2.0 / pow(roughness + 0.0001, 2.0) - 2.0`;
316
- const specularBRDFContrib = `${BRDF_Specular_GGX_Environment}(viewNormal, viewEyeDir, specular, roughness)`;
317
-
318
- const viewReflectVec = `normalize((vec4(${reflectVec}, 0.0) * ${geometry.viewMatrix}).xyz)`;
319
- const maxMIPLevelScalar = "4.0";
320
- const desiredMIPLevel = `${maxMIPLevelScalar} - 0.39624 - 0.25 * log2(pow(${blinnExpFromRoughness}, 2.0) + 1.0)`;
321
- const mipLevel = `clamp(${desiredMIPLevel}, 0.0, ${maxMIPLevelScalar})`; //TODO: a random factor - fix this
322
- return `${specularBRDFContrib} * ${lightSetup.getReflection(viewReflectVec, mipLevel)}`;
323
- })());
324
- src.push(`reflSpec += ${spec};`);
325
- }
326
- if (lightSetup.directionalLights.some(ligth => ligth.shadowParameters)) {
327
- src.push("const vec4 bitShift = vec4(1.0, 1.0/256.0, 1.0/(256.0 * 256.0), 1.0/(256.0*256.0*256.0));");
328
- src.push("const float texelSize = 1.0 / 1024.0;");
329
- src.push("float shadow;");
330
- src.push("float fragmentDepth;");
331
- }
332
- lightSetup.directionalLights.forEach((light, i) => {
333
- if (light.shadowParameters) {
334
- const shadowAcneRemover = "0.007";
335
- src.push(`fragmentDepth = ${vDirectionals[i].vShadowPosFromLight}.z - ${shadowAcneRemover};`);
336
- src.push("shadow = 0.0;");
337
- src.push("for (int x = -3; x <= 3; x++) {");
338
- src.push(" for (int y = -3; y <= 3; y++) {");
339
- src.push(` float texelDepth = dot(texture(${light.getShadowMap()}, ${vDirectionals[i].vShadowPosFromLight}.xy + vec2(x, y) * texelSize), bitShift);`);
340
- src.push(` if (fragmentDepth < texelDepth) {`);
341
- src.push(" shadow += 1.0;");
342
- src.push(" }");
343
- src.push(" }");
344
- src.push("}");
345
- src.push("shadow /= 9.0;");
346
- }
347
- src.push(`vec3 lightColor${i} = ${light.getColor()}${light.shadowParameters ? (" * " + "shadow") : ""};`);
348
- src.push(`vec3 lightDirection${i} = ${light.isWorldSpace ? vDirectionals[i].vViewLightReverseDir : light.getDirection(null, vViewPosition)};`);
349
- const dotNL = `${saturate}(dot(viewNormal, lightDirection${i}))`;
350
- src.push(`vec3 irradiance${i} = ${dotNL} * lightColor${i};`);
351
- src.push(`reflDiff += irradiance${i};`);
352
- const spec = (phongMaterial
353
- ? `lightColor${i} * specular * pow(max(dot(reflect(-lightDirection${i}, -viewNormal), viewEyeDir), 0.0), shininess)`
354
- : `irradiance${i} * PI * ${BRDF_Specular_GGX}(lightDirection${i}, viewNormal, viewEyeDir, specular, roughness)`);
355
- src.push(`reflSpec += ${spec};`);
356
- });
357
- }
862
+ if (normals) {
863
+ if (lightsState.lightMaps.length > 0) {
864
+ src.push("in vec3 vWorldNormal;");
865
+ }
866
+ src.push("in vec3 vViewNormal;");
867
+ }
868
+
869
+ //--------------------------------------------------------------------------------
870
+ // MATERIAL CHANNEL INPUTS
871
+ //--------------------------------------------------------------------------------
872
+
873
+ if (materialState.ambient) {
874
+ src.push("uniform vec3 materialAmbient;");
875
+ }
876
+ if (materialState.baseColor) {
877
+ src.push("uniform vec3 materialBaseColor;");
878
+ }
879
+ if (materialState.alpha !== undefined && materialState.alpha !== null) {
880
+ src.push("uniform vec4 materialAlphaModeCutoff;"); // [alpha, alphaMode, alphaCutoff]
881
+ }
882
+ if (materialState.emissive) {
883
+ src.push("uniform vec3 materialEmissive;");
884
+ }
885
+ if (materialState.diffuse) {
886
+ src.push("uniform vec3 materialDiffuse;");
887
+ }
888
+ if (materialState.glossiness !== undefined && materialState.glossiness !== null) {
889
+ src.push("uniform float materialGlossiness;");
890
+ }
891
+ if (materialState.shininess !== undefined && materialState.shininess !== null) {
892
+ src.push("uniform float materialShininess;"); // Phong channel
893
+ }
894
+ if (materialState.specular) {
895
+ src.push("uniform vec3 materialSpecular;");
896
+ }
897
+ if (materialState.metallic !== undefined && materialState.metallic !== null) {
898
+ src.push("uniform float materialMetallic;");
899
+ }
900
+ if (materialState.roughness !== undefined && materialState.roughness !== null) {
901
+ src.push("uniform float materialRoughness;");
902
+ }
903
+ if (materialState.specularF0 !== undefined && materialState.specularF0 !== null) {
904
+ src.push("uniform float materialSpecularF0;");
905
+ }
906
+
907
+ //--------------------------------------------------------------------------------
908
+ // MATERIAL TEXTURE INPUTS
909
+ //--------------------------------------------------------------------------------
910
+
911
+ if (uvs && material._ambientMap) {
912
+ src.push("uniform sampler2D ambientMap;");
913
+ if (material._ambientMap._state.matrix) {
914
+ src.push("uniform mat4 ambientMapMatrix;");
915
+ }
916
+ }
917
+ if (uvs && material._baseColorMap) {
918
+ src.push("uniform sampler2D baseColorMap;");
919
+ if (material._baseColorMap._state.matrix) {
920
+ src.push("uniform mat4 baseColorMapMatrix;");
921
+ }
922
+ }
923
+ if (uvs && material._diffuseMap) {
924
+ src.push("uniform sampler2D diffuseMap;");
925
+ if (material._diffuseMap._state.matrix) {
926
+ src.push("uniform mat4 diffuseMapMatrix;");
927
+ }
928
+ }
929
+ if (uvs && material._emissiveMap) {
930
+ src.push("uniform sampler2D emissiveMap;");
931
+ if (material._emissiveMap._state.matrix) {
932
+ src.push("uniform mat4 emissiveMapMatrix;");
933
+ }
934
+ }
935
+ if (normals && uvs && material._metallicMap) {
936
+ src.push("uniform sampler2D metallicMap;");
937
+ if (material._metallicMap._state.matrix) {
938
+ src.push("uniform mat4 metallicMapMatrix;");
939
+ }
940
+ }
941
+ if (normals && uvs && material._roughnessMap) {
942
+ src.push("uniform sampler2D roughnessMap;");
943
+ if (material._roughnessMap._state.matrix) {
944
+ src.push("uniform mat4 roughnessMapMatrix;");
945
+ }
946
+ }
947
+ if (normals && uvs && material._metallicRoughnessMap) {
948
+ src.push("uniform sampler2D metallicRoughnessMap;");
949
+ if (material._metallicRoughnessMap._state.matrix) {
950
+ src.push("uniform mat4 metallicRoughnessMapMatrix;");
951
+ }
952
+ }
953
+ if (normals && material._normalMap) {
954
+ src.push("uniform sampler2D normalMap;");
955
+ if (material._normalMap._state.matrix) {
956
+ src.push("uniform mat4 normalMapMatrix;");
957
+ }
958
+ src.push("vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {");
959
+ src.push(" vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );");
960
+ src.push(" vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );");
961
+ src.push(" vec2 st0 = dFdx( uv.st );");
962
+ src.push(" vec2 st1 = dFdy( uv.st );");
963
+ src.push(" vec3 S = normalize( q0 * st1.t - q1 * st0.t );");
964
+ src.push(" vec3 T = normalize( -q0 * st1.s + q1 * st0.s );");
965
+ src.push(" vec3 N = normalize( surf_norm );");
966
+ src.push(" vec3 mapN = texture( normalMap, uv ).xyz * 2.0 - 1.0;");
967
+ src.push(" mat3 tsn = mat3( S, T, N );");
968
+ // src.push(" mapN *= 3.0;");
969
+ src.push(" return normalize( tsn * mapN );");
970
+ src.push("}");
971
+ }
972
+ if (uvs && material._occlusionMap) {
973
+ src.push("uniform sampler2D occlusionMap;");
974
+ if (material._occlusionMap._state.matrix) {
975
+ src.push("uniform mat4 occlusionMapMatrix;");
976
+ }
977
+ }
978
+ if (uvs && material._alphaMap) {
979
+ src.push("uniform sampler2D alphaMap;");
980
+ if (material._alphaMap._state.matrix) {
981
+ src.push("uniform mat4 alphaMapMatrix;");
982
+ }
983
+ }
984
+ if (normals && uvs && material._specularMap) {
985
+ src.push("uniform sampler2D specularMap;");
986
+ if (material._specularMap._state.matrix) {
987
+ src.push("uniform mat4 specularMapMatrix;");
988
+ }
989
+ }
990
+ if (normals && uvs && material._glossinessMap) {
991
+ src.push("uniform sampler2D glossinessMap;");
992
+ if (material._glossinessMap._state.matrix) {
993
+ src.push("uniform mat4 glossinessMapMatrix;");
994
+ }
995
+ }
996
+ if (normals && uvs && material._specularGlossinessMap) {
997
+ src.push("uniform sampler2D materialSpecularGlossinessMap;");
998
+ if (material._specularGlossinessMap._state.matrix) {
999
+ src.push("uniform mat4 materialSpecularGlossinessMapMatrix;");
1000
+ }
1001
+ }
1002
+
1003
+ //--------------------------------------------------------------------------------
1004
+ // MATERIAL FRESNEL INPUTS
1005
+ //--------------------------------------------------------------------------------
1006
+
1007
+ if (normals && (material._diffuseFresnel ||
1008
+ material._specularFresnel ||
1009
+ material._alphaFresnel ||
1010
+ material._emissiveFresnel ||
1011
+ material._reflectivityFresnel)) {
1012
+ src.push("float fresnel(vec3 eyeDir, vec3 normal, float edgeBias, float centerBias, float power) {");
1013
+ src.push(" float fr = abs(dot(eyeDir, normal));");
1014
+ src.push(" float finalFr = clamp((fr - edgeBias) / (centerBias - edgeBias), 0.0, 1.0);");
1015
+ src.push(" return pow(finalFr, power);");
1016
+ src.push("}");
1017
+ if (material._diffuseFresnel) {
1018
+ src.push("uniform float diffuseFresnelCenterBias;");
1019
+ src.push("uniform float diffuseFresnelEdgeBias;");
1020
+ src.push("uniform float diffuseFresnelPower;");
1021
+ src.push("uniform vec3 diffuseFresnelCenterColor;");
1022
+ src.push("uniform vec3 diffuseFresnelEdgeColor;");
1023
+ }
1024
+ if (material._specularFresnel) {
1025
+ src.push("uniform float specularFresnelCenterBias;");
1026
+ src.push("uniform float specularFresnelEdgeBias;");
1027
+ src.push("uniform float specularFresnelPower;");
1028
+ src.push("uniform vec3 specularFresnelCenterColor;");
1029
+ src.push("uniform vec3 specularFresnelEdgeColor;");
1030
+ }
1031
+ if (material._alphaFresnel) {
1032
+ src.push("uniform float alphaFresnelCenterBias;");
1033
+ src.push("uniform float alphaFresnelEdgeBias;");
1034
+ src.push("uniform float alphaFresnelPower;");
1035
+ src.push("uniform vec3 alphaFresnelCenterColor;");
1036
+ src.push("uniform vec3 alphaFresnelEdgeColor;");
1037
+ }
1038
+ if (material._reflectivityFresnel) {
1039
+ src.push("uniform float materialSpecularF0FresnelCenterBias;");
1040
+ src.push("uniform float materialSpecularF0FresnelEdgeBias;");
1041
+ src.push("uniform float materialSpecularF0FresnelPower;");
1042
+ src.push("uniform vec3 materialSpecularF0FresnelCenterColor;");
1043
+ src.push("uniform vec3 materialSpecularF0FresnelEdgeColor;");
1044
+ }
1045
+ if (material._emissiveFresnel) {
1046
+ src.push("uniform float emissiveFresnelCenterBias;");
1047
+ src.push("uniform float emissiveFresnelEdgeBias;");
1048
+ src.push("uniform float emissiveFresnelPower;");
1049
+ src.push("uniform vec3 emissiveFresnelCenterColor;");
1050
+ src.push("uniform vec3 emissiveFresnelEdgeColor;");
1051
+ }
1052
+ }
1053
+
1054
+ //--------------------------------------------------------------------------------
1055
+ // LIGHT SOURCES
1056
+ //--------------------------------------------------------------------------------
1057
+
1058
+ src.push("uniform vec4 lightAmbient;");
1059
+
1060
+ if (normals) {
1061
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) { // Light sources
1062
+ const light = lightsState.lights[i];
1063
+ if (light.type === "ambient") {
1064
+ continue;
1065
+ }
1066
+ src.push("uniform vec4 lightColor" + i + ";");
1067
+ if (light.type === "point") {
1068
+ src.push("uniform vec3 lightAttenuation" + i + ";");
1069
+ }
1070
+ if (light.type === "dir" && light.space === "view") {
1071
+ src.push("uniform vec3 lightDir" + i + ";");
1072
+ }
1073
+ if (light.type === "point" && light.space === "view") {
1074
+ src.push("uniform vec3 lightPos" + i + ";");
1075
+ } else {
1076
+ src.push("in vec4 vViewLightReverseDirAndDist" + i + ";");
1077
+ }
1078
+ }
1079
+ }
1080
+
1081
+ if (receivesShadow) {
1082
+
1083
+ // Variance castsShadow mapping filter
1084
+
1085
+ // src.push("float linstep(float low, float high, float v){");
1086
+ // src.push(" return clamp((v-low)/(high-low), 0.0, 1.0);");
1087
+ // src.push("}");
1088
+ //
1089
+ // src.push("float VSM(sampler2D depths, vec2 uv, float compare){");
1090
+ // src.push(" vec2 moments = texture(depths, uv).xy;");
1091
+ // src.push(" float p = smoothstep(compare-0.02, compare, moments.x);");
1092
+ // src.push(" float variance = max(moments.y - moments.x*moments.x, -0.001);");
1093
+ // src.push(" float d = compare - moments.x;");
1094
+ // src.push(" float p_max = linstep(0.2, 1.0, variance / (variance + d*d));");
1095
+ // src.push(" return clamp(max(p, p_max), 0.0, 1.0);");
1096
+ // src.push("}");
1097
+
1098
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) { // Light sources
1099
+ if (lightsState.lights[i].castsShadow) {
1100
+ src.push("in vec4 vShadowPosFromLight" + i + ";");
1101
+ src.push("uniform sampler2D shadowMap" + i + ";");
1102
+ }
1103
+ }
1104
+ }
1105
+
1106
+ src.push("uniform vec4 colorize;");
1107
+
1108
+ //================================================================================
1109
+ // MAIN
1110
+ //================================================================================
1111
+ src.push("out vec4 outColor;");
1112
+ src.push("void main(void) {");
1113
+
1114
+ if (clipping) {
1115
+ src.push("if (clippable) {");
1116
+ src.push(" float dist = 0.0;");
1117
+ for (var i = 0; i < sectionPlanesState.getNumAllocatedSectionPlanes(); i++) {
1118
+ src.push("if (sectionPlaneActive" + i + ") {");
1119
+ src.push(" dist += clamp(dot(-sectionPlaneDir" + i + ".xyz, vWorldPosition.xyz - sectionPlanePos" + i + ".xyz), 0.0, 1000.0);");
1120
+ src.push("}");
1121
+ }
1122
+ src.push(" if (dist > 0.0) { discard; }");
1123
+ if (solid) {
1124
+ src.push(" if (gl_FrontFacing == false) {");
1125
+ src.push(" outColor = vec4(1.0, 0.0, 0.0, 1.0);");
1126
+ src.push(" return;");
1127
+ src.push(" }");
1128
+ }
1129
+ src.push("}");
1130
+ }
1131
+
1132
+ if (geometryState.primitiveName === "points") {
1133
+ src.push("vec2 cxy = 2.0 * gl_PointCoord - 1.0;");
1134
+ src.push("float r = dot(cxy, cxy);");
1135
+ src.push("if (r > 1.0) {");
1136
+ src.push(" discard;");
1137
+ src.push("}");
1138
+ }
1139
+
1140
+ src.push("float occlusion = 1.0;");
1141
+
1142
+ if (materialState.ambient) {
1143
+ src.push("vec3 ambientColor = materialAmbient;");
1144
+ } else {
1145
+ src.push("vec3 ambientColor = vec3(1.0, 1.0, 1.0);");
1146
+ }
1147
+
1148
+ if (materialState.diffuse) {
1149
+ src.push("vec3 diffuseColor = materialDiffuse;");
1150
+ } else if (materialState.baseColor) {
1151
+ src.push("vec3 diffuseColor = materialBaseColor;");
1152
+ } else {
1153
+ src.push("vec3 diffuseColor = vec3(1.0, 1.0, 1.0);");
1154
+ }
1155
+
1156
+ if (geometryState.colors) {
1157
+ src.push("diffuseColor *= vColor.rgb;");
1158
+ }
1159
+
1160
+ if (materialState.emissive) {
1161
+ src.push("vec3 emissiveColor = materialEmissive;"); // Emissive default is (0,0,0), so initializing here
1162
+ } else {
1163
+ src.push("vec3 emissiveColor = vec3(0.0, 0.0, 0.0);");
1164
+ }
1165
+
1166
+ if (materialState.specular) {
1167
+ src.push("vec3 specular = materialSpecular;");
1168
+ } else {
1169
+ src.push("vec3 specular = vec3(1.0, 1.0, 1.0);");
1170
+ }
1171
+
1172
+ if (materialState.alpha !== undefined) {
1173
+ src.push("float alpha = materialAlphaModeCutoff[0];");
1174
+ } else {
1175
+ src.push("float alpha = 1.0;");
1176
+ }
1177
+
1178
+ if (geometryState.colors) {
1179
+ src.push("alpha *= vColor.a;");
1180
+ }
1181
+
1182
+ if (materialState.glossiness !== undefined) {
1183
+ src.push("float glossiness = materialGlossiness;");
1184
+ } else {
1185
+ src.push("float glossiness = 1.0;");
1186
+ }
1187
+
1188
+ if (materialState.metallic !== undefined) {
1189
+ src.push("float metallic = materialMetallic;");
1190
+ } else {
1191
+ src.push("float metallic = 1.0;");
1192
+ }
1193
+
1194
+ if (materialState.roughness !== undefined) {
1195
+ src.push("float roughness = materialRoughness;");
1196
+ } else {
1197
+ src.push("float roughness = 1.0;");
1198
+ }
1199
+
1200
+ if (materialState.specularF0 !== undefined) {
1201
+ src.push("float specularF0 = materialSpecularF0;");
1202
+ } else {
1203
+ src.push("float specularF0 = 1.0;");
1204
+ }
1205
+
1206
+ //--------------------------------------------------------------------------------
1207
+ // TEXTURING
1208
+ //--------------------------------------------------------------------------------
1209
+
1210
+ if (uvs && ((normals && material._normalMap)
1211
+ || material._ambientMap
1212
+ || material._baseColorMap
1213
+ || material._diffuseMap
1214
+ || material._occlusionMap
1215
+ || material._emissiveMap
1216
+ || material._metallicMap
1217
+ || material._roughnessMap
1218
+ || material._metallicRoughnessMap
1219
+ || material._specularMap
1220
+ || material._glossinessMap
1221
+ || material._specularGlossinessMap
1222
+ || material._alphaMap)) {
1223
+ src.push("vec4 texturePos = vec4(vUV.s, vUV.t, 1.0, 1.0);");
1224
+ src.push("vec2 textureCoord;");
1225
+ }
1226
+
1227
+ if (uvs && material._ambientMap) {
1228
+ if (material._ambientMap._state.matrix) {
1229
+ src.push("textureCoord = (ambientMapMatrix * texturePos).xy;");
1230
+ } else {
1231
+ src.push("textureCoord = texturePos.xy;");
1232
+ }
1233
+ src.push("vec4 ambientTexel = texture(ambientMap, textureCoord).rgb;");
1234
+ src.push("ambientTexel = " + TEXTURE_DECODE_FUNCS[material._ambientMap._state.encoding] + "(ambientTexel);");
1235
+ src.push("ambientColor *= ambientTexel.rgb;");
1236
+ }
358
1237
 
359
- const ambient = phongMaterial && `${lightSetup.getAmbientColor()} * diffuseColor`;
360
- src.push("vec3 outgoingLight = emissiveColor + occlusion * (reflDiff * material_diffuseColor + reflSpec)" + (ambient ? (" + " + ambient) : "") + ";");
1238
+ if (uvs && material._diffuseMap) {
1239
+ if (material._diffuseMap._state.matrix) {
1240
+ src.push("textureCoord = (diffuseMapMatrix * texturePos).xy;");
1241
+ } else {
1242
+ src.push("textureCoord = texturePos.xy;");
1243
+ }
1244
+ src.push("vec4 diffuseTexel = texture(diffuseMap, textureCoord);");
1245
+ src.push("diffuseTexel = " + TEXTURE_DECODE_FUNCS[material._diffuseMap._state.encoding] + "(diffuseTexel);");
1246
+ src.push("diffuseColor *= diffuseTexel.rgb;");
1247
+ src.push("alpha *= diffuseTexel.a;");
1248
+ }
1249
+
1250
+ if (uvs && material._baseColorMap) {
1251
+ if (material._baseColorMap._state.matrix) {
1252
+ src.push("textureCoord = (baseColorMapMatrix * texturePos).xy;");
1253
+ } else {
1254
+ src.push("textureCoord = texturePos.xy;");
1255
+ }
1256
+ src.push("vec4 baseColorTexel = texture(baseColorMap, textureCoord);");
1257
+ src.push("baseColorTexel = " + TEXTURE_DECODE_FUNCS[material._baseColorMap._state.encoding] + "(baseColorTexel);");
1258
+ src.push("diffuseColor *= baseColorTexel.rgb;");
1259
+ src.push("alpha *= baseColorTexel.a;");
1260
+ }
1261
+
1262
+ if (uvs && material._emissiveMap) {
1263
+ if (material._emissiveMap._state.matrix) {
1264
+ src.push("textureCoord = (emissiveMapMatrix * texturePos).xy;");
1265
+ } else {
1266
+ src.push("textureCoord = texturePos.xy;");
1267
+ }
1268
+ src.push("vec4 emissiveTexel = texture(emissiveMap, textureCoord);");
1269
+ src.push("emissiveTexel = " + TEXTURE_DECODE_FUNCS[material._emissiveMap._state.encoding] + "(emissiveTexel);");
1270
+ src.push("emissiveColor = emissiveTexel.rgb;");
1271
+ }
1272
+
1273
+ if (uvs && material._alphaMap) {
1274
+ if (material._alphaMap._state.matrix) {
1275
+ src.push("textureCoord = (alphaMapMatrix * texturePos).xy;");
1276
+ } else {
1277
+ src.push("textureCoord = texturePos.xy;");
1278
+ }
1279
+ src.push("alpha *= texture(alphaMap, textureCoord).r;");
1280
+ }
1281
+
1282
+ if (uvs && material._occlusionMap) {
1283
+ if (material._occlusionMap._state.matrix) {
1284
+ src.push("textureCoord = (occlusionMapMatrix * texturePos).xy;");
1285
+ } else {
1286
+ src.push("textureCoord = texturePos.xy;");
1287
+ }
1288
+ src.push("occlusion *= texture(occlusionMap, textureCoord).r;");
1289
+ }
1290
+
1291
+ if (normals && ((lightsState.lights.length > 0) || lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0)) {
1292
+
1293
+ //--------------------------------------------------------------------------------
1294
+ // SHADING
1295
+ //--------------------------------------------------------------------------------
1296
+
1297
+ if (uvs && material._normalMap) {
1298
+ if (material._normalMap._state.matrix) {
1299
+ src.push("textureCoord = (normalMapMatrix * texturePos).xy;");
361
1300
  } else {
362
- src.push(`vec3 ambientColor = ${(phongMaterial && materialAmbient) || "vec3(1.0)"};`);
363
- phongMaterial && ambientMap && src.push(`ambientColor *= ${ambientMap(texturePos)}.rgb;`);
364
- src.push(`ambientColor *= ${lightSetup.getAmbientColor()};`);
365
- src.push("vec3 outgoingLight = emissiveColor + ambientColor;");
1301
+ src.push("textureCoord = texturePos.xy;");
366
1302
  }
1303
+ src.push("vec3 viewNormal = perturbNormal2Arb( vViewPosition, normalize(vViewNormal), textureCoord );");
1304
+ } else {
1305
+ src.push("vec3 viewNormal = normalize(vViewNormal);");
1306
+ }
367
1307
 
368
- src.push(`vec4 fragColor = ${colorize} * vec4(outgoingLight, alpha);`);
1308
+ if (uvs && material._specularMap) {
1309
+ if (material._specularMap._state.matrix) {
1310
+ src.push("textureCoord = (specularMapMatrix * texturePos).xy;");
1311
+ } else {
1312
+ src.push("textureCoord = texturePos.xy;");
1313
+ }
1314
+ src.push("specular *= texture(specularMap, textureCoord).rgb;");
1315
+ }
369
1316
 
370
- src.push(`${outColor} = ${getGammaOutputExpression ? getGammaOutputExpression("fragColor") : "fragColor"};`);
1317
+ if (uvs && material._glossinessMap) {
1318
+ if (material._glossinessMap._state.matrix) {
1319
+ src.push("textureCoord = (glossinessMapMatrix * texturePos).xy;");
1320
+ } else {
1321
+ src.push("textureCoord = texturePos.xy;");
1322
+ }
1323
+ src.push("glossiness *= texture(glossinessMap, textureCoord).r;");
371
1324
  }
372
- };
373
- };
1325
+
1326
+ if (uvs && material._specularGlossinessMap) {
1327
+ if (material._specularGlossinessMap._state.matrix) {
1328
+ src.push("textureCoord = (materialSpecularGlossinessMapMatrix * texturePos).xy;");
1329
+ } else {
1330
+ src.push("textureCoord = texturePos.xy;");
1331
+ }
1332
+ src.push("vec4 specGlossRGB = texture(materialSpecularGlossinessMap, textureCoord).rgba;"); // TODO: what if only RGB texture?
1333
+ src.push("specular *= specGlossRGB.rgb;");
1334
+ src.push("glossiness *= specGlossRGB.a;");
1335
+ }
1336
+
1337
+ if (uvs && material._metallicMap) {
1338
+ if (material._metallicMap._state.matrix) {
1339
+ src.push("textureCoord = (metallicMapMatrix * texturePos).xy;");
1340
+ } else {
1341
+ src.push("textureCoord = texturePos.xy;");
1342
+ }
1343
+ src.push("metallic *= texture(metallicMap, textureCoord).r;");
1344
+ }
1345
+
1346
+ if (uvs && material._roughnessMap) {
1347
+ if (material._roughnessMap._state.matrix) {
1348
+ src.push("textureCoord = (roughnessMapMatrix * texturePos).xy;");
1349
+ } else {
1350
+ src.push("textureCoord = texturePos.xy;");
1351
+ }
1352
+ src.push("roughness *= texture(roughnessMap, textureCoord).r;");
1353
+ }
1354
+
1355
+ if (uvs && material._metallicRoughnessMap) {
1356
+ if (material._metallicRoughnessMap._state.matrix) {
1357
+ src.push("textureCoord = (metallicRoughnessMapMatrix * texturePos).xy;");
1358
+ } else {
1359
+ src.push("textureCoord = texturePos.xy;");
1360
+ }
1361
+ src.push("vec3 metalRoughRGB = texture(metallicRoughnessMap, textureCoord).rgb;");
1362
+ src.push("metallic *= metalRoughRGB.b;");
1363
+ src.push("roughness *= metalRoughRGB.g;");
1364
+ }
1365
+
1366
+ src.push("vec3 viewEyeDir = normalize(-vViewPosition);");
1367
+
1368
+ if (material._diffuseFresnel) {
1369
+ src.push("float diffuseFresnel = fresnel(viewEyeDir, viewNormal, diffuseFresnelEdgeBias, diffuseFresnelCenterBias, diffuseFresnelPower);");
1370
+ src.push("diffuseColor *= mix(diffuseFresnelEdgeColor, diffuseFresnelCenterColor, diffuseFresnel);");
1371
+ }
1372
+ if (material._specularFresnel) {
1373
+ src.push("float specularFresnel = fresnel(viewEyeDir, viewNormal, specularFresnelEdgeBias, specularFresnelCenterBias, specularFresnelPower);");
1374
+ src.push("specular *= mix(specularFresnelEdgeColor, specularFresnelCenterColor, specularFresnel);");
1375
+ }
1376
+ if (material._alphaFresnel) {
1377
+ src.push("float alphaFresnel = fresnel(viewEyeDir, viewNormal, alphaFresnelEdgeBias, alphaFresnelCenterBias, alphaFresnelPower);");
1378
+ src.push("alpha *= mix(alphaFresnelEdgeColor.r, alphaFresnelCenterColor.r, alphaFresnel);");
1379
+ }
1380
+ if (material._emissiveFresnel) {
1381
+ src.push("float emissiveFresnel = fresnel(viewEyeDir, viewNormal, emissiveFresnelEdgeBias, emissiveFresnelCenterBias, emissiveFresnelPower);");
1382
+ src.push("emissiveColor *= mix(emissiveFresnelEdgeColor, emissiveFresnelCenterColor, emissiveFresnel);");
1383
+ }
1384
+
1385
+ src.push("if (materialAlphaModeCutoff[1] == 1.0 && alpha < materialAlphaModeCutoff[2]) {"); // ie. (alphaMode == "mask" && alpha < alphaCutoff)
1386
+ src.push(" discard;"); // TODO: Discard earlier within this shader?
1387
+ src.push("}");
1388
+
1389
+ // PREPARE INPUTS FOR SHADER FUNCTIONS
1390
+
1391
+ src.push("IncidentLight light;");
1392
+ src.push("Material material;");
1393
+ src.push("Geometry geometry;");
1394
+ src.push("ReflectedLight reflectedLight = ReflectedLight(vec3(0.0,0.0,0.0), vec3(0.0,0.0,0.0));");
1395
+ src.push("vec3 viewLightDir;");
1396
+
1397
+ if (phongMaterial) {
1398
+ src.push("material.diffuseColor = diffuseColor;");
1399
+ src.push("material.specularColor = specular;");
1400
+ src.push("material.shine = materialShininess;");
1401
+ }
1402
+
1403
+ if (specularMaterial) {
1404
+ src.push("float oneMinusSpecularStrength = 1.0 - max(max(specular.r, specular.g ),specular.b);"); // Energy conservation
1405
+ src.push("material.diffuseColor = diffuseColor * oneMinusSpecularStrength;");
1406
+ src.push("material.specularRoughness = clamp( 1.0 - glossiness, 0.04, 1.0 );");
1407
+ src.push("material.specularColor = specular;");
1408
+ }
1409
+
1410
+ if (metallicMaterial) {
1411
+ src.push("float dielectricSpecular = 0.16 * specularF0 * specularF0;");
1412
+ src.push("material.diffuseColor = diffuseColor * (1.0 - dielectricSpecular) * (1.0 - metallic);");
1413
+ src.push("material.specularRoughness = clamp(roughness, 0.04, 1.0);");
1414
+ src.push("material.specularColor = mix(vec3(dielectricSpecular), diffuseColor, metallic);");
1415
+ }
1416
+
1417
+ src.push("geometry.position = vViewPosition;");
1418
+ if (lightsState.lightMaps.length > 0) {
1419
+ src.push("geometry.worldNormal = normalize(vWorldNormal);");
1420
+ }
1421
+ src.push("geometry.viewNormal = viewNormal;");
1422
+ src.push("geometry.viewEyeDir = viewEyeDir;");
1423
+
1424
+ // ENVIRONMENT AND REFLECTION MAP SHADING
1425
+
1426
+ if ((phongMaterial) && (lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0)) {
1427
+ src.push("computePhongLightMapping(geometry, material, reflectedLight);");
1428
+ }
1429
+
1430
+ if ((specularMaterial || metallicMaterial) && (lightsState.lightMaps.length > 0 || lightsState.reflectionMaps.length > 0)) {
1431
+ src.push("computePBRLightMapping(geometry, material, reflectedLight);");
1432
+ }
1433
+
1434
+ // LIGHT SOURCE SHADING
1435
+
1436
+ src.push("float shadow = 1.0;");
1437
+
1438
+ // if (receivesShadow) {
1439
+ //
1440
+ // src.push("float lightDepth2 = clamp(length(lightPos)/40.0, 0.0, 1.0);");
1441
+ // src.push("float illuminated = VSM(sLightDepth, lightUV, lightDepth2);");
1442
+ //
1443
+ src.push("float shadowAcneRemover = 0.007;");
1444
+ src.push("vec3 fragmentDepth;");
1445
+ src.push("float texelSize = 1.0 / 1024.0;");
1446
+ src.push("float amountInLight = 0.0;");
1447
+ src.push("vec3 shadowCoord;");
1448
+ src.push('vec4 rgbaDepth;');
1449
+ src.push("float depth;");
1450
+ // }
1451
+
1452
+ const numShadows = 0;
1453
+ for (let i = 0, len = lightsState.lights.length; i < len; i++) {
1454
+
1455
+ const light = lightsState.lights[i];
1456
+
1457
+ if (light.type === "ambient") {
1458
+ continue;
1459
+ }
1460
+ if (light.type === "dir" && light.space === "view") {
1461
+ src.push("viewLightDir = -normalize(lightDir" + i + ");");
1462
+ } else if (light.type === "point" && light.space === "view") {
1463
+ src.push("viewLightDir = normalize(lightPos" + i + " - vViewPosition);");
1464
+ //src.push("tmpVec3 = lightPos" + i + ".xyz - viewPosition.xyz;");
1465
+ //src.push("lightDist = abs(length(tmpVec3));");
1466
+ } else {
1467
+ src.push("viewLightDir = normalize(vViewLightReverseDirAndDist" + i + ".xyz);"); // If normal mapping, the fragment->light vector will be in tangent space
1468
+ }
1469
+
1470
+ if (receivesShadow && light.castsShadow) {
1471
+
1472
+ // if (true) {
1473
+ // src.push('shadowCoord = (vShadowPosFromLight' + i + '.xyz/vShadowPosFromLight' + i + '.w)/2.0 + 0.5;');
1474
+ // src.push("lightDepth2 = clamp(length(vec3[0.0, 20.0, 20.0])/40.0, 0.0, 1.0);");
1475
+ // src.push("castsShadow *= VSM(shadowMap' + i + ', shadowCoord, lightDepth2);");
1476
+ // }
1477
+ //
1478
+ // if (false) {
1479
+ //
1480
+ // PCF
1481
+
1482
+ src.push("shadow = 0.0;");
1483
+
1484
+ src.push("fragmentDepth = vShadowPosFromLight" + i + ".xyz;");
1485
+ src.push("fragmentDepth.z -= shadowAcneRemover;");
1486
+ src.push("for (int x = -3; x <= 3; x++) {");
1487
+ src.push(" for (int y = -3; y <= 3; y++) {");
1488
+ src.push(" float texelDepth = unpackDepth(texture(shadowMap" + i + ", fragmentDepth.xy + vec2(x, y) * texelSize));");
1489
+ src.push(" if (fragmentDepth.z < texelDepth) {");
1490
+ src.push(" shadow += 1.0;");
1491
+ src.push(" }");
1492
+ src.push(" }");
1493
+ src.push("}");
1494
+
1495
+ src.push("shadow = shadow / 9.0;");
1496
+
1497
+ src.push("light.color = lightColor" + i + ".rgb * (lightColor" + i + ".a * shadow);"); // a is intensity
1498
+ //
1499
+ // }
1500
+ //
1501
+ // if (false){
1502
+ //
1503
+ // src.push("shadow = 1.0;");
1504
+ //
1505
+ // src.push('shadowCoord = (vShadowPosFromLight' + i + '.xyz/vShadowPosFromLight' + i + '.w)/2.0 + 0.5;');
1506
+ //
1507
+ // src.push('shadow -= (shadowCoord.z > unpackDepth(texture(shadowMap' + i + ', shadowCoord.xy + vec2( -0.94201624, -0.39906216 ) / 700.0)) + 0.0015) ? 0.2 : 0.0;');
1508
+ // src.push('shadow -= (shadowCoord.z > unpackDepth(texture(shadowMap' + i + ', shadowCoord.xy + vec2( 0.94558609, -0.76890725 ) / 700.0)) + 0.0015) ? 0.2 : 0.0;');
1509
+ // src.push('shadow -= (shadowCoord.z > unpackDepth(texture(shadowMap' + i + ', shadowCoord.xy + vec2( -0.094184101, -0.92938870 ) / 700.0)) + 0.0015) ? 0.2 : 0.0;');
1510
+ // src.push('shadow -= (shadowCoord.z > unpackDepth(texture(shadowMap' + i + ', shadowCoord.xy + vec2( 0.34495938, 0.29387760 ) / 700.0)) + 0.0015) ? 0.2 : 0.0;');
1511
+ //
1512
+ // src.push("light.color = lightColor" + i + ".rgb * (lightColor" + i + ".a * shadow);");
1513
+ // }
1514
+ } else {
1515
+ src.push("light.color = lightColor" + i + ".rgb * (lightColor" + i + ".a );"); // a is intensity
1516
+ }
1517
+
1518
+ src.push("light.direction = viewLightDir;");
1519
+
1520
+ if (phongMaterial) {
1521
+ src.push("computePhongLighting(light, geometry, material, reflectedLight);");
1522
+ }
1523
+
1524
+ if (specularMaterial || metallicMaterial) {
1525
+ src.push("computePBRLighting(light, geometry, material, reflectedLight);");
1526
+ }
1527
+ }
1528
+
1529
+ if (numShadows > 0) {
1530
+ //src.push("shadow /= " + (9 * numShadows) + ".0;");
1531
+ }
1532
+
1533
+ //src.push("reflectedLight.diffuse *= shadow;");
1534
+
1535
+ // COMBINE TERMS
1536
+
1537
+ if (phongMaterial) {
1538
+ src.push("vec3 outgoingLight = (lightAmbient.rgb * lightAmbient.a * diffuseColor) + ((occlusion * (( reflectedLight.diffuse + reflectedLight.specular)))) + emissiveColor;");
1539
+
1540
+ } else {
1541
+ src.push("vec3 outgoingLight = (occlusion * (reflectedLight.diffuse)) + (occlusion * reflectedLight.specular) + emissiveColor;");
1542
+ }
1543
+
1544
+ } else {
1545
+
1546
+ //--------------------------------------------------------------------------------
1547
+ // NO SHADING - EMISSIVE and AMBIENT ONLY
1548
+ //--------------------------------------------------------------------------------
1549
+
1550
+ src.push("ambientColor *= (lightAmbient.rgb * lightAmbient.a);");
1551
+
1552
+ src.push("vec3 outgoingLight = emissiveColor + ambientColor;");
1553
+ }
1554
+
1555
+ src.push("vec4 fragColor = vec4(outgoingLight, alpha) * colorize;");
1556
+
1557
+ if (gammaOutput) {
1558
+ src.push("fragColor = linearToGamma(fragColor, gammaFactor);");
1559
+ }
1560
+
1561
+ src.push("outColor = fragColor;");
1562
+
1563
+ if (scene.logarithmicDepthBufferEnabled) {
1564
+ src.push("gl_FragDepth = isPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;");
1565
+ }
1566
+
1567
+ src.push("}");
1568
+
1569
+ return src;
1570
+ }
1571
+
1572
+ export {DrawShaderSource};