@zephyr3d/scene 0.6.1 → 0.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (722) hide show
  1. package/dist/animation/animation.js +149 -27
  2. package/dist/animation/animation.js.map +1 -1
  3. package/dist/animation/animationset.js +173 -73
  4. package/dist/animation/animationset.js.map +1 -1
  5. package/dist/animation/animationtrack.js +65 -10
  6. package/dist/animation/animationtrack.js.map +1 -1
  7. package/dist/animation/eulerrotationtrack.js +41 -20
  8. package/dist/animation/eulerrotationtrack.js.map +1 -1
  9. package/dist/animation/morphtarget.js +14 -38
  10. package/dist/animation/morphtarget.js.map +1 -1
  11. package/dist/animation/morphtrack.js +59 -22
  12. package/dist/animation/morphtrack.js.map +1 -1
  13. package/dist/animation/proptrack.js +190 -0
  14. package/dist/animation/proptrack.js.map +1 -0
  15. package/dist/animation/rotationtrack.js +29 -11
  16. package/dist/animation/rotationtrack.js.map +1 -1
  17. package/dist/animation/scaletrack.js +29 -11
  18. package/dist/animation/scaletrack.js.map +1 -1
  19. package/dist/animation/skeleton.js +241 -78
  20. package/dist/animation/skeleton.js.map +1 -1
  21. package/dist/animation/translationtrack.js +30 -11
  22. package/dist/animation/translationtrack.js.map +1 -1
  23. package/dist/app/api.js +43 -0
  24. package/dist/app/api.js.map +1 -0
  25. package/dist/app/app.js +153 -0
  26. package/dist/app/app.js.map +1 -0
  27. package/dist/app/engine.js +312 -0
  28. package/dist/app/engine.js.map +1 -0
  29. package/dist/app/inputmgr.js +351 -0
  30. package/dist/app/inputmgr.js.map +1 -0
  31. package/dist/app/runtimescript.js +62 -0
  32. package/dist/app/runtimescript.js.map +1 -0
  33. package/dist/app/scriptingsystem.js +220 -0
  34. package/dist/app/scriptingsystem.js.map +1 -0
  35. package/dist/app/scriptregistry.js +432 -0
  36. package/dist/app/scriptregistry.js.map +1 -0
  37. package/dist/asset/assetmanager.js +772 -291
  38. package/dist/asset/assetmanager.js.map +1 -1
  39. package/dist/asset/builtin.js +7 -43
  40. package/dist/asset/builtin.js.map +1 -1
  41. package/dist/asset/loaders/dds/dds.js +17 -93
  42. package/dist/asset/loaders/dds/dds.js.map +1 -1
  43. package/dist/asset/loaders/dds/dds_loader.js +8 -18
  44. package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
  45. package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
  46. package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
  47. package/dist/asset/loaders/gltf/helpers.js +27 -14
  48. package/dist/asset/loaders/gltf/helpers.js.map +1 -1
  49. package/dist/asset/loaders/hdr/hdr.js +17 -12
  50. package/dist/asset/loaders/hdr/hdr.js.map +1 -1
  51. package/dist/asset/loaders/image/tga_Loader.js +13 -16
  52. package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
  53. package/dist/asset/loaders/image/webimage_loader.js +51 -50
  54. package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
  55. package/dist/asset/loaders/loader.js.map +1 -1
  56. package/dist/asset/model.js +158 -4
  57. package/dist/asset/model.js.map +1 -1
  58. package/dist/blitter/bilateralblur.js +0 -1
  59. package/dist/blitter/bilateralblur.js.map +1 -1
  60. package/dist/blitter/blitter.js +22 -23
  61. package/dist/blitter/blitter.js.map +1 -1
  62. package/dist/blitter/box.js.map +1 -1
  63. package/dist/blitter/copy.js.map +1 -1
  64. package/dist/blitter/gaussianblur.js +23 -23
  65. package/dist/blitter/gaussianblur.js.map +1 -1
  66. package/dist/camera/base.js +141 -34
  67. package/dist/camera/base.js.map +1 -1
  68. package/dist/camera/camera.js +653 -149
  69. package/dist/camera/camera.js.map +1 -1
  70. package/dist/camera/fps.js +2 -10
  71. package/dist/camera/fps.js.map +1 -1
  72. package/dist/camera/orbit.js +132 -59
  73. package/dist/camera/orbit.js.map +1 -1
  74. package/dist/camera/orthocamera.js +37 -12
  75. package/dist/camera/orthocamera.js.map +1 -1
  76. package/dist/camera/perspectivecamera.js +37 -20
  77. package/dist/camera/perspectivecamera.js.map +1 -1
  78. package/dist/index.d.ts +18268 -6982
  79. package/dist/index.js +49 -16
  80. package/dist/index.js.map +1 -1
  81. package/dist/material/blinn.js +5 -0
  82. package/dist/material/blinn.js.map +1 -1
  83. package/dist/material/grassmaterial.js +6 -1
  84. package/dist/material/grassmaterial.js.map +1 -1
  85. package/dist/material/lambert.js +6 -1
  86. package/dist/material/lambert.js.map +1 -1
  87. package/dist/material/material.js +346 -73
  88. package/dist/material/material.js.map +1 -1
  89. package/dist/material/meshmaterial.js +498 -156
  90. package/dist/material/meshmaterial.js.map +1 -1
  91. package/dist/material/mixins/albedocolor.js +5 -1
  92. package/dist/material/mixins/albedocolor.js.map +1 -1
  93. package/dist/material/mixins/foliage.js +3 -3
  94. package/dist/material/mixins/foliage.js.map +1 -1
  95. package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
  96. package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
  97. package/dist/material/mixins/lightmodel/lambert.js +6 -6
  98. package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
  99. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
  100. package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
  101. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
  102. package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
  103. package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
  104. package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
  105. package/dist/material/mixins/lit.js +16 -4
  106. package/dist/material/mixins/lit.js.map +1 -1
  107. package/dist/material/mixins/pbr/brdf.js +134 -0
  108. package/dist/material/mixins/pbr/brdf.js.map +1 -0
  109. package/dist/material/mixins/pbr/common.js +68 -85
  110. package/dist/material/mixins/pbr/common.js.map +1 -1
  111. package/dist/material/mixins/texture.js +98 -83
  112. package/dist/material/mixins/texture.js.map +1 -1
  113. package/dist/material/mixins/vertexcolor.js +6 -2
  114. package/dist/material/mixins/vertexcolor.js.map +1 -1
  115. package/dist/material/particle.js +272 -0
  116. package/dist/material/particle.js.map +1 -0
  117. package/dist/material/pbrblueprint.js +186 -0
  118. package/dist/material/pbrblueprint.js.map +1 -0
  119. package/dist/material/pbrmr.js +10 -0
  120. package/dist/material/pbrmr.js.map +1 -1
  121. package/dist/material/pbrsg.js +10 -0
  122. package/dist/material/pbrsg.js.map +1 -1
  123. package/dist/material/shader/helper.js +521 -287
  124. package/dist/material/shader/helper.js.map +1 -1
  125. package/dist/material/terrain-cm.js +607 -0
  126. package/dist/material/terrain-cm.js.map +1 -0
  127. package/dist/material/terrainmaterial.js +59 -54
  128. package/dist/material/terrainmaterial.js.map +1 -1
  129. package/dist/material/unlit.js +5 -0
  130. package/dist/material/unlit.js.map +1 -1
  131. package/dist/material/water.js +415 -0
  132. package/dist/material/water.js.map +1 -0
  133. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
  134. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
  135. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
  136. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
  137. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
  138. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
  139. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
  140. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
  141. package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
  142. package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
  143. package/dist/posteffect/bloom.js +39 -54
  144. package/dist/posteffect/bloom.js.map +1 -1
  145. package/dist/posteffect/compositor.js +95 -128
  146. package/dist/posteffect/compositor.js.map +1 -1
  147. package/dist/posteffect/fxaa.js +10 -18
  148. package/dist/posteffect/fxaa.js.map +1 -1
  149. package/dist/posteffect/grayscale.js +9 -17
  150. package/dist/posteffect/grayscale.js.map +1 -1
  151. package/dist/posteffect/motionblur.js +105 -0
  152. package/dist/posteffect/motionblur.js.map +1 -0
  153. package/dist/posteffect/posteffect.js +66 -35
  154. package/dist/posteffect/posteffect.js.map +1 -1
  155. package/dist/posteffect/sao.js +13 -21
  156. package/dist/posteffect/sao.js.map +1 -1
  157. package/dist/posteffect/ssr.js +60 -100
  158. package/dist/posteffect/ssr.js.map +1 -1
  159. package/dist/posteffect/taa.js +175 -0
  160. package/dist/posteffect/taa.js.map +1 -0
  161. package/dist/posteffect/tonemap.js +12 -20
  162. package/dist/posteffect/tonemap.js.map +1 -1
  163. package/dist/render/abuffer_oit.js +30 -19
  164. package/dist/render/abuffer_oit.js.map +1 -1
  165. package/dist/render/clipmap.js +429 -101
  166. package/dist/render/clipmap.js.map +1 -1
  167. package/dist/render/cluster_light.js +7 -5
  168. package/dist/render/cluster_light.js.map +1 -1
  169. package/dist/render/cull_visitor.js +43 -3
  170. package/dist/render/cull_visitor.js.map +1 -1
  171. package/dist/render/depthpass.js +14 -5
  172. package/dist/render/depthpass.js.map +1 -1
  173. package/dist/render/drawable_mixin.js +113 -40
  174. package/dist/render/drawable_mixin.js.map +1 -1
  175. package/dist/render/envlight.js +86 -141
  176. package/dist/render/envlight.js.map +1 -1
  177. package/dist/render/fbm_wavegenerator.js +234 -0
  178. package/dist/render/fbm_wavegenerator.js.map +1 -0
  179. package/dist/render/fft_wavegenerator.js +64 -50
  180. package/dist/render/fft_wavegenerator.js.map +1 -1
  181. package/dist/render/fullscreenquad.js +2 -2
  182. package/dist/render/fullscreenquad.js.map +1 -1
  183. package/dist/render/gerstner_wavegenerator.js +98 -48
  184. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  185. package/dist/render/globalbindgroup_allocator.js +4 -2
  186. package/dist/render/globalbindgroup_allocator.js.map +1 -1
  187. package/dist/render/hzb.js +6 -3
  188. package/dist/render/hzb.js.map +1 -1
  189. package/dist/render/lightpass.js +19 -18
  190. package/dist/render/lightpass.js.map +1 -1
  191. package/dist/render/objectcolorpass.js +4 -4
  192. package/dist/render/objectcolorpass.js.map +1 -1
  193. package/dist/render/primitive.js +213 -104
  194. package/dist/render/primitive.js.map +1 -1
  195. package/dist/render/render_queue.js +40 -20
  196. package/dist/render/render_queue.js.map +1 -1
  197. package/dist/render/renderbundle_wrapper.js +65 -15
  198. package/dist/render/renderbundle_wrapper.js.map +1 -1
  199. package/dist/render/renderer.js +326 -185
  200. package/dist/render/renderer.js.map +1 -1
  201. package/dist/render/renderpass.js +20 -36
  202. package/dist/render/renderpass.js.map +1 -1
  203. package/dist/render/shadowmap_pass.js +3 -3
  204. package/dist/render/shadowmap_pass.js.map +1 -1
  205. package/dist/render/sky.js +864 -541
  206. package/dist/render/sky.js.map +1 -1
  207. package/dist/render/weightedblended_oit.js +13 -15
  208. package/dist/render/weightedblended_oit.js.map +1 -1
  209. package/dist/scene/batchgroup.js +18 -5
  210. package/dist/scene/batchgroup.js.map +1 -1
  211. package/dist/scene/environment.js +78 -48
  212. package/dist/scene/environment.js.map +1 -1
  213. package/dist/scene/graph_node.js +2 -3
  214. package/dist/scene/graph_node.js.map +1 -1
  215. package/dist/scene/light.js +28 -89
  216. package/dist/scene/light.js.map +1 -1
  217. package/dist/scene/mesh.js +218 -87
  218. package/dist/scene/mesh.js.map +1 -1
  219. package/dist/scene/octree.js +371 -162
  220. package/dist/scene/octree.js.map +1 -1
  221. package/dist/scene/particlesys.js +684 -0
  222. package/dist/scene/particlesys.js.map +1 -0
  223. package/dist/scene/raycast_visitor.js +34 -5
  224. package/dist/scene/raycast_visitor.js.map +1 -1
  225. package/dist/scene/scene.js +309 -85
  226. package/dist/scene/scene.js.map +1 -1
  227. package/dist/scene/scene_node.js +675 -102
  228. package/dist/scene/scene_node.js.map +1 -1
  229. package/dist/scene/terrain/grass.js +48 -49
  230. package/dist/scene/terrain/grass.js.map +1 -1
  231. package/dist/scene/terrain/heightfield.js +46 -44
  232. package/dist/scene/terrain/heightfield.js.map +1 -1
  233. package/dist/scene/terrain/patch.js +20 -29
  234. package/dist/scene/terrain/patch.js.map +1 -1
  235. package/dist/scene/terrain/quadtree.js +58 -27
  236. package/dist/scene/terrain/quadtree.js.map +1 -1
  237. package/dist/scene/terrain/terrain.js +31 -45
  238. package/dist/scene/terrain/terrain.js.map +1 -1
  239. package/dist/scene/terrain-cm/grass.js +603 -0
  240. package/dist/scene/terrain-cm/grass.js.map +1 -0
  241. package/dist/scene/terrain-cm/grassmaterial.js +160 -0
  242. package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
  243. package/dist/scene/terrain-cm/terrain-cm.js +533 -0
  244. package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
  245. package/dist/scene/water.js +378 -0
  246. package/dist/scene/water.js.map +1 -0
  247. package/dist/shaders/atmosphere.js +957 -0
  248. package/dist/shaders/atmosphere.js.map +1 -0
  249. package/dist/shaders/fog.js +116 -0
  250. package/dist/shaders/fog.js.map +1 -0
  251. package/dist/shaders/misc.js.map +1 -1
  252. package/dist/shaders/noise.js +217 -8
  253. package/dist/shaders/noise.js.map +1 -1
  254. package/dist/shaders/pbr.js.map +1 -1
  255. package/dist/shaders/shadow.js +8 -8
  256. package/dist/shaders/shadow.js.map +1 -1
  257. package/dist/shaders/ssr.js +87 -39
  258. package/dist/shaders/ssr.js.map +1 -1
  259. package/dist/shaders/temporal.js +216 -0
  260. package/dist/shaders/temporal.js.map +1 -0
  261. package/dist/shaders/water.js +42 -20
  262. package/dist/shaders/water.js.map +1 -1
  263. package/dist/shadow/esm.js +31 -13
  264. package/dist/shadow/esm.js.map +1 -1
  265. package/dist/shadow/pcf_opt.js +12 -13
  266. package/dist/shadow/pcf_opt.js.map +1 -1
  267. package/dist/shadow/pcf_pd.js +12 -13
  268. package/dist/shadow/pcf_pd.js.map +1 -1
  269. package/dist/shadow/shader.js +38 -0
  270. package/dist/shadow/shader.js.map +1 -0
  271. package/dist/shadow/shadow_impl.js.map +1 -1
  272. package/dist/shadow/shadowmapper.js +67 -26
  273. package/dist/shadow/shadowmapper.js.map +1 -1
  274. package/dist/shadow/ssm.js +15 -16
  275. package/dist/shadow/ssm.js.map +1 -1
  276. package/dist/shadow/vsm.js +33 -16
  277. package/dist/shadow/vsm.js.map +1 -1
  278. package/dist/shapes/box.js +181 -83
  279. package/dist/shapes/box.js.map +1 -1
  280. package/dist/shapes/cylinder.js +101 -43
  281. package/dist/shapes/cylinder.js.map +1 -1
  282. package/dist/shapes/plane.js +70 -29
  283. package/dist/shapes/plane.js.map +1 -1
  284. package/dist/shapes/shape.js +120 -17
  285. package/dist/shapes/shape.js.map +1 -1
  286. package/dist/shapes/sphere.js +78 -44
  287. package/dist/shapes/sphere.js.map +1 -1
  288. package/dist/shapes/tetrahedron.js +256 -0
  289. package/dist/shapes/tetrahedron.js.map +1 -0
  290. package/dist/shapes/torus.js +76 -55
  291. package/dist/shapes/torus.js.map +1 -1
  292. package/dist/src/animation/animation.js +127 -0
  293. package/dist/src/animation/animation.js.map +1 -0
  294. package/dist/src/animation/animationset.js +255 -0
  295. package/dist/src/animation/animationset.js.map +1 -0
  296. package/dist/src/animation/animationtrack.js +34 -0
  297. package/dist/src/animation/animationtrack.js.map +1 -0
  298. package/dist/src/animation/eulerrotationtrack.js +52 -0
  299. package/dist/src/animation/eulerrotationtrack.js.map +1 -0
  300. package/dist/src/animation/morphtarget.js +93 -0
  301. package/dist/src/animation/morphtarget.js.map +1 -0
  302. package/dist/src/animation/morphtrack.js +70 -0
  303. package/dist/src/animation/morphtrack.js.map +1 -0
  304. package/dist/src/animation/proptrack.js +161 -0
  305. package/dist/src/animation/proptrack.js.map +1 -0
  306. package/dist/src/animation/rotationtrack.js +51 -0
  307. package/dist/src/animation/rotationtrack.js.map +1 -0
  308. package/dist/src/animation/scaletrack.js +50 -0
  309. package/dist/src/animation/scaletrack.js.map +1 -0
  310. package/dist/src/animation/skeleton.js +204 -0
  311. package/dist/src/animation/skeleton.js.map +1 -0
  312. package/dist/src/animation/translationtrack.js +50 -0
  313. package/dist/src/animation/translationtrack.js.map +1 -0
  314. package/dist/{app.js → src/app/app.js} +18 -40
  315. package/dist/src/app/app.js.map +1 -0
  316. package/dist/{input → src/app}/inputmgr.js +41 -16
  317. package/dist/src/app/inputmgr.js.map +1 -0
  318. package/dist/src/asset/assetmanager.js +404 -0
  319. package/dist/src/asset/assetmanager.js.map +1 -0
  320. package/dist/src/asset/builtin.js +337 -0
  321. package/dist/src/asset/builtin.js.map +1 -0
  322. package/dist/src/asset/loaders/dds/dds.js +470 -0
  323. package/dist/src/asset/loaders/dds/dds.js.map +1 -0
  324. package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
  325. package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
  326. package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
  327. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
  328. package/dist/src/asset/loaders/gltf/helpers.js +327 -0
  329. package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
  330. package/dist/src/asset/loaders/hdr/hdr.js +180 -0
  331. package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
  332. package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
  333. package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
  334. package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
  335. package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
  336. package/dist/src/asset/loaders/loader.js +45 -0
  337. package/dist/src/asset/loaders/loader.js.map +1 -0
  338. package/dist/src/asset/model.js +414 -0
  339. package/dist/src/asset/model.js.map +1 -0
  340. package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
  341. package/dist/src/blitter/bilateralblur.js.map +1 -0
  342. package/dist/src/blitter/blitter.js +390 -0
  343. package/dist/src/blitter/blitter.js.map +1 -0
  344. package/dist/src/blitter/box.js +118 -0
  345. package/dist/src/blitter/box.js.map +1 -0
  346. package/dist/src/blitter/copy.js +22 -0
  347. package/dist/src/blitter/copy.js.map +1 -0
  348. package/dist/src/blitter/gaussianblur.js +228 -0
  349. package/dist/src/blitter/gaussianblur.js.map +1 -0
  350. package/dist/src/camera/base.js +92 -0
  351. package/dist/src/camera/base.js.map +1 -0
  352. package/dist/src/camera/camera.js +1005 -0
  353. package/dist/src/camera/camera.js.map +1 -0
  354. package/dist/src/camera/fps.js +238 -0
  355. package/dist/src/camera/fps.js.map +1 -0
  356. package/dist/src/camera/orbit.js +245 -0
  357. package/dist/src/camera/orbit.js.map +1 -0
  358. package/dist/src/camera/orthocamera.js +167 -0
  359. package/dist/src/camera/orthocamera.js.map +1 -0
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  699. package/dist/utility/textures/gradientnoise.js.map +1 -1
  700. package/dist/utility/textures/randomnoise.js +1 -0
  701. package/dist/utility/textures/randomnoise.js.map +1 -1
  702. package/dist/values.js +91 -4
  703. package/dist/values.js.map +1 -1
  704. package/package.json +29 -15
  705. package/dist/app.js.map +0 -1
  706. package/dist/blitter/depthlimitedgaussion.js.map +0 -1
  707. package/dist/input/inputmgr.js.map +0 -1
  708. package/dist/material/mixins/ggxlut.js.map +0 -1
  709. package/dist/posteffect/water.js +0 -508
  710. package/dist/posteffect/water.js.map +0 -1
  711. package/dist/render/oit.js +0 -16
  712. package/dist/render/oit.js.map +0 -1
  713. package/dist/render/scatteringlut.js +0 -634
  714. package/dist/render/scatteringlut.js.map +0 -1
  715. package/dist/render/watermesh.js +0 -193
  716. package/dist/render/watermesh.js.map +0 -1
  717. package/dist/render/wavegenerator.js +0 -8
  718. package/dist/render/wavegenerator.js.map +0 -1
  719. package/dist/scene/xform.js +0 -247
  720. package/dist/scene/xform.js.map +0 -1
  721. package/dist/utility/shprojection.js +0 -442
  722. package/dist/utility/shprojection.js.map +0 -1
@@ -1,3 +1,24 @@
1
+ /**
2
+ * Generate random float value from a float
3
+ *
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+ * @param scope - Current shader scope
5
+ * @param p - random seed
6
+ * @returns random float value
7
+ *
8
+ * @public
9
+ */ function hash11(scope, p) {
10
+ const pb = scope.$builder;
11
+ const funcName = 'Z_hash11';
12
+ pb.func(funcName, [
13
+ pb.float('p')
14
+ ], function() {
15
+ this.$l.x = pb.fract(pb.mul(this.p, 0.1031));
16
+ this.x = pb.mul(this.x, pb.add(this.x, 33.33));
17
+ this.x = pb.mul(this.x, pb.add(this.x, this.x));
18
+ this.$return(pb.fract(this.x));
19
+ });
20
+ return scope[funcName](p);
21
+ }
1
22
  /**
2
23
  * Generate random float value from a vec2
3
24
  *
@@ -6,14 +27,202 @@
6
27
  * @returns random float value
7
28
  *
8
29
  * @public
9
- */ function hash(scope, p) {
30
+ */ function hash21(scope, p) {
31
+ const pb = scope.$builder;
32
+ const funcName = 'Z_hash21';
33
+ pb.func(funcName, [
34
+ pb.vec2('p')
35
+ ], function() {
36
+ this.$l.p3 = pb.fract(pb.mul(this.p.xyx, 0.1031));
37
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
38
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));
39
+ });
40
+ return scope[funcName](p);
41
+ }
42
+ /**
43
+ * Generate random float value from a vec3
44
+ *
45
+ * @param scope - Current shader scope
46
+ * @param p - random seed
47
+ * @returns random float value
48
+ *
49
+ * @public
50
+ */ function hash31(scope, p) {
51
+ const pb = scope.$builder;
52
+ const funcName = 'Z_hash31';
53
+ pb.func(funcName, [
54
+ pb.vec3('p')
55
+ ], function() {
56
+ this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));
57
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.zyx, pb.vec3(31.32))));
58
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));
59
+ });
60
+ return scope[funcName](p);
61
+ }
62
+ /**
63
+ * Generate random vec2 value from a float
64
+ *
65
+ * @param scope - Current shader scope
66
+ * @param p - random seed
67
+ * @returns random vec2 value
68
+ *
69
+ * @public
70
+ */ function hash12(scope, p) {
71
+ const pb = scope.$builder;
72
+ const funcName = 'Z_hash12';
73
+ pb.func(funcName, [
74
+ pb.float('p')
75
+ ], function() {
76
+ this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));
77
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
78
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
79
+ });
80
+ return scope[funcName](p);
81
+ }
82
+ /**
83
+ * Generate random vec2 value from a vec2
84
+ *
85
+ * @param scope - Current shader scope
86
+ * @param p - random seed
87
+ * @returns random vec2 value
88
+ *
89
+ * @public
90
+ */ function hash22(scope, p) {
91
+ const pb = scope.$builder;
92
+ const funcName = 'Z_hash22';
93
+ pb.func(funcName, [
94
+ pb.vec2('p')
95
+ ], function() {
96
+ this.$l.p3 = pb.fract(pb.mul(this.p.xyx, pb.vec3(0.1031, 0.103, 0.0973)));
97
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
98
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
99
+ });
100
+ return scope[funcName](p);
101
+ }
102
+ /**
103
+ * Generate random vec2 value from a vec3
104
+ *
105
+ * @param scope - Current shader scope
106
+ * @param p - random seed
107
+ * @returns random vec2 value
108
+ *
109
+ * @public
110
+ */ function hash32(scope, p) {
111
+ const pb = scope.$builder;
112
+ const funcName = 'Z_hash32';
113
+ pb.func(funcName, [
114
+ pb.vec3('p')
115
+ ], function() {
116
+ this.$l.p3 = pb.fract(pb.mul(this.p, pb.vec3(0.1031, 0.103, 0.0973)));
117
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
118
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
119
+ });
120
+ return scope[funcName](p);
121
+ }
122
+ /**
123
+ * Generate random vec3 value from a float
124
+ *
125
+ * @param scope - Current shader scope
126
+ * @param p - random seed
127
+ * @returns random vec3 value
128
+ *
129
+ * @public
130
+ */ function hash13(scope, p) {
131
+ const pb = scope.$builder;
132
+ const funcName = 'Z_hash13';
133
+ pb.func(funcName, [
134
+ pb.float('p')
135
+ ], function() {
136
+ this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));
137
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
138
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));
139
+ });
140
+ return scope[funcName](p);
141
+ }
142
+ /**
143
+ * Generate random vec3 value from a vec2
144
+ *
145
+ * @param scope - Current shader scope
146
+ * @param p - random seed
147
+ * @returns random vec3 value
148
+ *
149
+ * @public
150
+ */ function hash23(scope, p) {
151
+ const pb = scope.$builder;
152
+ const funcName = 'Z_hash23';
153
+ pb.func(funcName, [
154
+ pb.vec2('p')
155
+ ], function() {
156
+ this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p.xyx));
157
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
158
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));
159
+ });
160
+ return scope[funcName](p);
161
+ }
162
+ /**
163
+ * Generate random vec3 value from a vec3
164
+ *
165
+ * @param scope - Current shader scope
166
+ * @param p - random seed
167
+ * @returns random vec3 value
168
+ *
169
+ * @public
170
+ */ function hash33(scope, p) {
171
+ const pb = scope.$builder;
172
+ const funcName = 'Z_hash33';
173
+ pb.func(funcName, [
174
+ pb.vec3('p')
175
+ ], function() {
176
+ this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));
177
+ this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
178
+ this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));
179
+ });
180
+ return scope[funcName](p);
181
+ }
182
+ /**
183
+ * Generate uniform distributed white noise from a vec2
184
+ *
185
+ * @param scope - Current shader scope
186
+ * @param p - random seed
187
+ * @returns random float value
188
+ *
189
+ * @public
190
+ */ function whiteNoise(scope, p) {
191
+ const pb = scope.$builder;
192
+ const funcName = 'Z_whiteNoise';
193
+ pb.func(funcName, [
194
+ pb.vec2('p')
195
+ ], function() {
196
+ this.$return(pb.fract(pb.mul(pb.sin(pb.dot(this.p, pb.vec2(12.9898, 78.233))), 43758.5453)));
197
+ });
198
+ return scope[funcName](p);
199
+ }
200
+ /**
201
+ * Generate value noise from a vec2
202
+ *
203
+ * @param scope - Current shader scope
204
+ * @param p - random seed
205
+ * @returns random float value
206
+ *
207
+ * @public
208
+ */ function valueNoise(scope, p) {
10
209
  const pb = scope.$builder;
11
- const funcName = 'Z_hashf';
210
+ const funcName = 'Z_valueNoise';
12
211
  pb.func(funcName, [
13
212
  pb.vec2('p')
14
213
  ], function() {
15
- this.h = pb.dot(this.p, pb.vec2(12.9898, 78.233));
16
- this.$return(pb.fract(pb.mul(pb.sin(this.h), 43758.5453123)));
214
+ this.$l.i = pb.floor(this.p);
215
+ this.$l.f = pb.fract(this.p);
216
+ this.f = pb.mul(this.f, this.f, pb.sub(pb.vec2(3), pb.mul(this.f, 2)));
217
+ this.$l.c0 = this.i;
218
+ this.$l.c1 = pb.add(this.i, pb.vec2(1, 0));
219
+ this.$l.c2 = pb.add(this.i, pb.vec2(0, 1));
220
+ this.$l.c3 = pb.add(this.i, pb.vec2(1));
221
+ this.$l.r0 = whiteNoise(this, this.c0);
222
+ this.$l.r1 = whiteNoise(this, this.c1);
223
+ this.$l.r2 = whiteNoise(this, this.c2);
224
+ this.$l.r3 = whiteNoise(this, this.c3);
225
+ this.$return(pb.mix(pb.mix(this.r0, this.r1, this.f.x), pb.mix(this.r2, this.r3, this.f.x), this.f.y));
17
226
  });
18
227
  return scope[funcName](p);
19
228
  }
@@ -32,7 +241,7 @@
32
241
  pb.vec2('p'),
33
242
  pb.float('t')
34
243
  ], function() {
35
- this.$l.rand = hash(this, this.p);
244
+ this.$l.rand = hash21(this, this.p);
36
245
  this.$l.angle = pb.mul(pb.add(this.t, Math.PI * 2), this.rand);
37
246
  this.$return(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)));
38
247
  });
@@ -97,7 +306,7 @@
97
306
  pb.func(funcNameHash, [
98
307
  pb.vec3('p')
99
308
  ], function() {
100
- /* eslint-disable no-constant-condition */ {
309
+ {
101
310
  this.$l.mod3 = pb.vec3(0.1031, 0.11369, 0.13787);
102
311
  this.$l.p3 = pb.fract(pb.mul(this.p, this.mod3));
103
312
  this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yxz, pb.vec3(19.19))));
@@ -116,7 +325,7 @@
116
325
  this.$for(pb.int('y'), -1, 2, function() {
117
326
  this.$for(pb.int('z'), -1, 2, function() {
118
327
  this.$l.offset = pb.vec3(pb.float(this.x), pb.float(this.y), pb.float(this.z));
119
- /* eslint-disable no-constant-condition */ {
328
+ {
120
329
  this.$l.h = pb.add(pb.mul(this[funcNameHash](pb.mod(pb.add(this.id, this.offset), pb.vec3(this.freq))), 0.4), pb.vec3(0.3));
121
330
  }
122
331
  this.h = pb.add(this.h, this.offset);
@@ -218,5 +427,5 @@
218
427
  return pb.fract(pb.mul(z, pb.fract(pb.dot(c, pb.vec2(x, y)))));
219
428
  }
220
429
 
221
- export { gradient, hash, interleavedGradientNoise, noise3D, perlinNoise2D, perlinNoise3D, smoothNoise3D, worleyFBM, worleyNoise };
430
+ export { gradient, hash11, hash12, hash13, hash21, hash22, hash23, hash31, hash32, hash33, interleavedGradientNoise, noise3D, perlinNoise2D, perlinNoise3D, smoothNoise3D, valueNoise, whiteNoise, worleyFBM, worleyNoise };
222
431
  //# sourceMappingURL=noise.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"noise.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"noise.js","sources":["../../src/shaders/noise.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\n\r\n/**\r\n * Generate random float value from a float\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function hash11(scope: PBInsideFunctionScope, p: number | PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash11';\r\n pb.func(funcName, [pb.float('p')], function () {\r\n this.$l.x = pb.fract(pb.mul(this.p, 0.1031));\r\n this.x = pb.mul(this.x, pb.add(this.x, 33.33));\r\n this.x = pb.mul(this.x, pb.add(this.x, this.x));\r\n this.$return(pb.fract(this.x));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random float value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function hash21(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash21';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p.xyx, 0.1031));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random float value from a vec3\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function hash31(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash31';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.zyx, pb.vec3(31.32))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec2 value from a float\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec2 value\r\n *\r\n * @public\r\n */\r\nexport function hash12(scope: PBInsideFunctionScope, p: number | PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash12';\r\n pb.func(funcName, [pb.float('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec2 value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec2 value\r\n *\r\n * @public\r\n */\r\nexport function hash22(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash22';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p.xyx, pb.vec3(0.1031, 0.103, 0.0973)));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec2 value from a vec3\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec2 value\r\n *\r\n * @public\r\n */\r\nexport function hash32(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash32';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p, pb.vec3(0.1031, 0.103, 0.0973)));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec3 value from a float\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec3 value\r\n *\r\n * @public\r\n */\r\nexport function hash13(scope: PBInsideFunctionScope, p: number | PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash13';\r\n pb.func(funcName, [pb.float('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec3 value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec3 value\r\n *\r\n * @public\r\n */\r\nexport function hash23(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash23';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p.xyx));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random vec3 value from a vec3\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random vec3 value\r\n *\r\n * @public\r\n */\r\nexport function hash33(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_hash33';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.xxy, this.p3.yzz), this.p3.zyx)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate uniform distributed white noise from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function whiteNoise(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_whiteNoise';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.$return(pb.fract(pb.mul(pb.sin(pb.dot(this.p, pb.vec2(12.9898, 78.233))), 43758.5453)));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate value noise from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function valueNoise(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_valueNoise';\r\n pb.func(funcName, [pb.vec2('p')], function () {\r\n this.$l.i = pb.floor(this.p);\r\n this.$l.f = pb.fract(this.p);\r\n this.f = pb.mul(this.f, this.f, pb.sub(pb.vec2(3), pb.mul(this.f, 2)));\r\n this.$l.c0 = this.i;\r\n this.$l.c1 = pb.add(this.i, pb.vec2(1, 0));\r\n this.$l.c2 = pb.add(this.i, pb.vec2(0, 1));\r\n this.$l.c3 = pb.add(this.i, pb.vec2(1));\r\n this.$l.r0 = whiteNoise(this, this.c0);\r\n this.$l.r1 = whiteNoise(this, this.c1);\r\n this.$l.r2 = whiteNoise(this, this.c2);\r\n this.$l.r3 = whiteNoise(this, this.c3);\r\n this.$return(pb.mix(pb.mix(this.r0, this.r1, this.f.x), pb.mix(this.r2, this.r3, this.f.x), this.f.y));\r\n });\r\n return scope[funcName](p);\r\n}\r\n\r\n/**\r\n * Generate random float value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function gradient(scope: PBInsideFunctionScope, p: PBShaderExp, t: PBShaderExp | number) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_gradient2f';\r\n pb.func(funcName, [pb.vec2('p'), pb.float('t')], function () {\r\n this.$l.rand = hash21(this, this.p);\r\n this.$l.angle = pb.mul(pb.add(this.t, Math.PI * 2), this.rand);\r\n this.$return(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)));\r\n });\r\n return scope[funcName](p, t);\r\n}\r\n\r\n/**\r\n * Generate a float perlin noise value from a vec2\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - 2d vector\r\n * @returns a float noise value\r\n *\r\n * @public\r\n */\r\nexport function perlinNoise2D(scope: PBInsideFunctionScope, p: PBShaderExp) {\r\n return perlinNoise3D(scope, scope.$builder.vec3(p, 0));\r\n}\r\n\r\n/**\r\n * Generate a float perlin noise value from a vec3\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - 3d vector\r\n * @returns a float noise value\r\n *\r\n * @public\r\n */\r\nexport function perlinNoise3D(scope: PBInsideFunctionScope, p: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcNameNoise = 'Z_perlinNoise3D';\r\n pb.func(funcNameNoise, [pb.vec3('p')], function () {\r\n this.i = pb.floor(this.p.xy);\r\n this.f = pb.sub(this.p.xy, this.i);\r\n this.u = pb.mul(this.f, this.f, pb.sub(3, pb.mul(this.f, 2)));\r\n this.h1 = gradient(this, this.i, this.p.z);\r\n this.h2 = gradient(this, pb.add(this.i, pb.vec2(1, 0)), this.p.z);\r\n this.h3 = gradient(this, pb.add(this.i, pb.vec2(0, 1)), this.p.z);\r\n this.h4 = gradient(this, pb.add(this.i, pb.vec2(1, 1)), this.p.z);\r\n this.$l.tl = pb.dot(this.h1, this.f);\r\n this.$l.tr = pb.dot(this.h2, pb.sub(this.f, pb.vec2(1, 0)));\r\n this.$l.bl = pb.dot(this.h3, pb.sub(this.f, pb.vec2(0, 1)));\r\n this.$l.br = pb.dot(this.h4, pb.sub(this.f, pb.vec2(1, 1)));\r\n this.$l.noise = pb.mix(pb.mix(this.tl, this.tr, this.u.x), pb.mix(this.bl, this.br, this.u.x), this.u.y);\r\n this.noise = pb.add(pb.mul(this.noise, 0.5), 0.5);\r\n this.$return(this.noise);\r\n });\r\n return scope[funcNameNoise](p);\r\n}\r\n\r\n/**\r\n * worley 3d noise\r\n *\r\n * @param scope - current shader scope\r\n * @param uv - uv coordinate\r\n * @param freq - frequency\r\n *\r\n * @returns worley noise value\r\n *\r\n * @public\r\n */\r\nexport function worleyNoise(\r\n scope: PBInsideFunctionScope,\r\n uv: PBShaderExp,\r\n freq: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcNameHash = 'Z_worleyHash';\r\n // https://www.shadertoy.com/view/4sc3z2\r\n pb.func(funcNameHash, [pb.vec3('p')], function () {\r\n if (1) {\r\n this.$l.mod3 = pb.vec3(0.1031, 0.11369, 0.13787);\r\n this.$l.p3 = pb.fract(pb.mul(this.p, this.mod3));\r\n this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yxz, pb.vec3(19.19))));\r\n this.$return(\r\n pb.sub(\r\n pb.mul(\r\n pb.fract(\r\n pb.vec3(\r\n pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z),\r\n pb.mul(pb.add(this.p3.x, this.p3.z), this.p3.y),\r\n pb.mul(pb.add(this.p3.y, this.p3.z), this.p3.x)\r\n )\r\n ),\r\n 2\r\n ),\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.UI0 = pb.uint(1597334673);\r\n this.$l.UI1 = pb.uint(3812015801);\r\n this.$l.UI2 = pb.uvec2(this.UI0, this.UI1);\r\n this.$l.UI3 = pb.uvec3(this.UI0, this.UI1, pb.uint(2798796415));\r\n this.$l.UIF = pb.div(1, pb.float(pb.uint(0xffffffff)));\r\n this.$l.q = pb.mul(pb.uvec3(pb.ivec3(this.p)), this.UI3);\r\n this.q = pb.mul(pb.compXor(pb.compXor(this.q.x, this.q.y), this.q.z), this.UI3);\r\n this.$return(pb.sub(pb.mul(pb.vec3(this.q), this.UIF, 2), pb.vec3(1)));\r\n }\r\n });\r\n const funcNameNoise = 'Z_worleyNoise';\r\n pb.func(funcNameNoise, [pb.vec3('uv'), pb.float('freq')], function () {\r\n this.$l.id = pb.floor(this.uv);\r\n this.$l.p = pb.fract(this.uv);\r\n this.$l.minDist = pb.float(10000);\r\n this.$for(pb.int('x'), -1, 2, function () {\r\n this.$for(pb.int('y'), -1, 2, function () {\r\n this.$for(pb.int('z'), -1, 2, function () {\r\n this.$l.offset = pb.vec3(pb.float(this.x), pb.float(this.y), pb.float(this.z));\r\n\r\n if (1 /* tilable */) {\r\n this.$l.h = pb.add(\r\n pb.mul(this[funcNameHash](pb.mod(pb.add(this.id, this.offset), pb.vec3(this.freq))), 0.4),\r\n pb.vec3(0.3)\r\n );\r\n } else {\r\n this.$l.h = pb.add(pb.mul(this[funcNameHash](pb.add(this.id, this.offset)), 0.4), pb.vec3(0.3));\r\n }\r\n this.h = pb.add(this.h, this.offset);\r\n this.$l.d = pb.sub(this.p, this.h);\r\n this.minDist = pb.min(this.minDist, pb.dot(this.d, this.d));\r\n });\r\n });\r\n });\r\n this.$return(pb.sub(1, this.minDist));\r\n });\r\n return pb.getGlobalScope()[funcNameNoise](uv, freq);\r\n}\r\n/**\r\n * Calculate worley FBM\r\n *\r\n * @param scope - current shader scope\r\n * @param p - noise coordinate\r\n * @param freq - frequency\r\n * @returns worley FBM value\r\n *\r\n * @public\r\n */\r\nexport function worleyFBM(\r\n scope: PBInsideFunctionScope,\r\n p: PBShaderExp,\r\n freq: PBShaderExp | number\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_worleyFBM';\r\n pb.func(funcName, [pb.vec3('p'), pb.float('freq')], function () {\r\n this.$l.n1 = worleyNoise(this, pb.mul(this.p, this.freq), this.freq);\r\n this.$l.n2 = worleyNoise(this, pb.mul(this.p, this.freq, 2), pb.mul(this.freq, 2));\r\n this.$l.n3 = worleyNoise(this, pb.mul(this.p, this.freq, 4), pb.mul(this.freq, 4));\r\n this.$l.fbm = pb.add(pb.mul(this.n1, 0.625), pb.mul(this.n2, 0.25), pb.mul(this.n3, 0.125));\r\n this.$return(pb.max(pb.sub(pb.mul(this.fbm, 1.1), pb.vec3(0.1)), pb.vec3(0)));\r\n });\r\n return pb.getGlobalScope()[funcName](p, freq);\r\n}\r\n/**\r\n * Calculate 3d noise by a 3d position\r\n *\r\n * @param scope - current shader scope\r\n * @param p - 3d position at where to calculate noise\r\n * @returns noise value between 0 and 1\r\n *\r\n * @public\r\n */\r\nexport function noise3D(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_noise3d';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));\r\n this.$l.p3 = pb.add(this.p3, pb.vec3(pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33)))));\r\n this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));\r\n });\r\n return pb.getGlobalScope()[funcName](p);\r\n}\r\n/**\r\n * Calculate smooth 3d noise by a 3d position\r\n *\r\n * @param scope - current shader scope\r\n * @param p - 3d position at where to calculate noise\r\n * @returns noise value between 0 and 1\r\n *\r\n * @public\r\n */\r\nexport function smoothNoise3D(scope: PBInsideFunctionScope, p: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_smoothNoise3D';\r\n pb.func(funcName, [pb.vec3('p')], function () {\r\n this.$l.cell = pb.floor(this.p);\r\n this.$l.local = pb.fract(this.p);\r\n this.$l.local = pb.mul(this.local, pb.mul(this.local, pb.sub(pb.vec3(3), pb.mul(this.local, 2))));\r\n this.$l.ldb = noise3D(this, this.cell);\r\n this.$l.rdb = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 0)));\r\n this.$l.ldf = noise3D(this, pb.add(this.cell, pb.vec3(0, 0, 1)));\r\n this.$l.rdf = noise3D(this, pb.add(this.cell, pb.vec3(1, 0, 1)));\r\n this.$l.lub = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 0)));\r\n this.$l.rub = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 0)));\r\n this.$l.luf = noise3D(this, pb.add(this.cell, pb.vec3(0, 1, 1)));\r\n this.$l.ruf = noise3D(this, pb.add(this.cell, pb.vec3(1, 1, 1)));\r\n this.$return(\r\n pb.mix(\r\n pb.mix(\r\n pb.mix(this.ldb, this.rdb, this.local.x),\r\n pb.mix(this.ldf, this.rdf, this.local.x),\r\n this.local.z\r\n ),\r\n pb.mix(\r\n pb.mix(this.lub, this.rub, this.local.x),\r\n pb.mix(this.luf, this.ruf, this.local.x),\r\n this.local.z\r\n ),\r\n this.local.y\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](p);\r\n}\r\n\r\n/**\r\n * Calculate interleaved gradient noise\r\n *\r\n * @param scope - current shader scope\r\n * @param c - 2d position at where to calculate noise\r\n * @returns noise value\r\n *\r\n * @public\r\n */\r\nexport function interleavedGradientNoise(scope: PBInsideFunctionScope, c: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const x = 0.06711056;\r\n const y = 0.00583715;\r\n const z = 52.9829189;\r\n return pb.fract(pb.mul(z, pb.fract(pb.dot(c, pb.vec2(x, 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@@ -1 +1 @@
1
- {"version":3,"file":"pbr.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"pbr.js","sources":["../../src/shaders/pbr.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\n\r\n/** @internal */\r\nexport function fresnelSchlick(\r\n scope: PBInsideFunctionScope,\r\n VdotH: PBShaderExp,\r\n f0: PBShaderExp,\r\n f90: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'fresnelSchlick';\r\n pb.func(funcName, [pb.float('VdotH'), pb.vec3('F0'), pb.vec3('F90')], function () {\r\n this.$return(\r\n pb.add(this.F0, pb.mul(pb.sub(this.F90, this.F0), pb.pow(pb.clamp(pb.sub(1, this.VdotH), 0, 1), 5)))\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](VdotH, f0, f90);\r\n}\r\n\r\n/** @internal */\r\nexport function distributionGGX(\r\n scope: PBInsideFunctionScope,\r\n NdotH: PBShaderExp,\r\n alphaRoughness: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'distributionGGX';\r\n pb.func(funcName, [pb.float('NdotH'), pb.float('roughness')], function () {\r\n this.$l.a2 = pb.mul(this.roughness, this.roughness);\r\n this.$l.NdotH2 = pb.mul(this.NdotH, this.NdotH);\r\n this.$l.num = this.a2;\r\n this.$l.denom = pb.add(pb.mul(this.NdotH2, pb.sub(this.a2, 1)), 1);\r\n this.denom = pb.mul(pb.mul(3.14159265, this.denom), this.denom);\r\n this.$return(pb.div(this.num, this.denom));\r\n });\r\n return pb.getGlobalScope()[funcName](NdotH, alphaRoughness);\r\n}\r\n\r\n/** @internal */\r\nexport function visGGX(\r\n scope: PBInsideFunctionScope,\r\n NdotV: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n alphaRoughness: PBShaderExp\r\n): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'visGGX';\r\n pb.func(funcName, [pb.float('NdotV'), pb.float('NdotL'), pb.float('roughness')], function () {\r\n this.$l.a2 = pb.mul(this.roughness, this.roughness);\r\n this.$l.ggxV = pb.mul(\r\n this.NdotL,\r\n pb.sqrt(pb.add(pb.mul(this.NdotV, this.NdotV, pb.sub(1, this.a2)), this.a2))\r\n );\r\n this.$l.ggxL = pb.mul(\r\n this.NdotV,\r\n pb.sqrt(pb.add(pb.mul(this.NdotL, this.NdotL, pb.sub(1, this.a2)), this.a2))\r\n );\r\n this.$l.ggx = pb.add(this.ggxV, this.ggxL);\r\n this.$if(pb.greaterThan(this.ggx, 0), function () {\r\n this.$return(pb.div(0.5, this.ggx));\r\n }).$else(function () {\r\n this.$return(pb.float(0));\r\n });\r\n });\r\n return pb.getGlobalScope()[funcName](NdotV, NdotL, 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@@ -1,9 +1,9 @@
1
1
  import { hasDepthChannel } from '@zephyr3d/device';
2
- import { Application } from '../app.js';
3
2
  import { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values.js';
4
3
  import { encodeNormalizedFloatToRGBA, decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA } from './misc.js';
5
4
  import { ShaderHelper } from '../material/shader/helper.js';
6
5
  import { interleavedGradientNoise } from './noise.js';
6
+ import { getDevice } from '../app/api.js';
7
7
 
8
8
  /*
9
9
  const PCF_KERNEL_3x3 = [
@@ -128,7 +128,7 @@ import { interleavedGradientNoise } from './noise.js';
128
128
  ],
129
129
  [
130
130
  0.261744,
131
- -0.00604975
131
+ -604975e-8
132
132
  ],
133
133
  [
134
134
  -0.213417,
@@ -385,9 +385,9 @@ function sampleShadowMapPCF(scope, shadowMapFormat, pos, offset, depth, cascade)
385
385
  const sampleDepth = this.z;
386
386
  const uv = pb.add(this.coords, this.offset);
387
387
  if (nativeShadowMap) {
388
- this.$return(cascade && Application.instance.device.type !== 'webgl' ? pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, sampleDepth) : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), uv, sampleDepth));
388
+ this.$return(cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, sampleDepth) : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), uv, sampleDepth));
389
389
  } else {
390
- this.$l.shadowTex = cascade && Application.instance.device.type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), uv, 0);
390
+ this.$l.shadowTex = cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), uv, 0);
391
391
  if (shadowMapFormat === 'rgba8unorm') {
392
392
  this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
393
393
  }
@@ -421,9 +421,9 @@ function sampleShadowMap(scope, lightType, shadowMapFormat, pos, depth, cascade)
421
421
  }
422
422
  } else {
423
423
  if (nativeShadowMap) {
424
- this.$return(cascade && Application.instance.device.type !== 'webgl' ? pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, this.z) : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z));
424
+ this.$return(cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, this.z) : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z));
425
425
  } else {
426
- this.$l.shadowTex = cascade && Application.instance.device.type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);
426
+ this.$l.shadowTex = cascade && getDevice().type !== 'webgl' ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, 0) : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);
427
427
  if (shadowMapFormat === 'rgba8unorm') {
428
428
  this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
429
429
  }
@@ -466,7 +466,7 @@ function chebyshevUpperBound(scope, distance, occluder) {
466
466
  this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xyz, 0);
467
467
  this.$return(chebyshevUpperBound(this, this.texCoord.w, shadowMapFormat === 'rgba8unorm' ? decode2HalfFromRGBA(this, this.shadowTex) : this.shadowTex.rg));
468
468
  } else {
469
- if (Application.instance.device.type !== 'webgl' && cascade) {
469
+ if (getDevice().type !== 'webgl' && cascade) {
470
470
  this.$l.shadowTex = pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xy, this.cascade, 0);
471
471
  } else {
472
472
  this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xy, 0);
@@ -494,7 +494,7 @@ function chebyshevUpperBound(scope, distance, occluder) {
494
494
  this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);
495
495
  }
496
496
  } else {
497
- if (cascade && Application.instance.device.type !== 'webgl') {
497
+ if (cascade && getDevice().type !== 'webgl') {
498
498
  this.$l.shadowTex = pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xy, this.cascade, 0);
499
499
  } else {
500
500
  this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xy, 0);
@@ -1 +1 @@
1
- {"version":3,"file":"shadow.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
1
+ {"version":3,"file":"shadow.js","sources":["../../src/shaders/shadow.ts"],"sourcesContent":["import type { TextureFormat, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport { hasDepthChannel } from '@zephyr3d/device';\r\nimport { LIGHT_TYPE_DIRECTIONAL, LIGHT_TYPE_POINT, LIGHT_TYPE_SPOT } from '../values';\r\nimport { decode2HalfFromRGBA, decodeNormalizedFloatFromRGBA, encodeNormalizedFloatToRGBA } from './misc';\r\nimport { ShaderHelper } from '../material/shader/helper';\r\nimport { interleavedGradientNoise } from './noise';\r\nimport { getDevice } from '../app/api';\r\n\r\n/*\r\n const PCF_KERNEL_3x3 = [\r\n [0.5, 1.0, 0.5],\r\n [1.0, 1.0, 1.0],\r\n [0.5, 1.0, 0.5]\r\n ];\r\n const PCF_KERNEL_SUM_3x3 = 7;\r\n\r\n const PCF_KERNEL_5x5 = [\r\n [0.0, 0.5, 1.0, 0.5, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 0.5, 1.0, 0.5, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_5x5 = 17;\r\n\r\n const PCF_KERNEL_7x7 = [\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_7x7 = 33;\r\n\r\n const PCF_KERNEL_9x9 = [\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],\r\n [0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5],\r\n [0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0],\r\n [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0],\r\n [0.0, 0.0, 0.0, 0.5, 1.0, 0.5, 0.0, 0.0, 0.0]\r\n ];\r\n const PCF_KERNEL_SUM_9x9 = 53;\r\n */\r\n\r\nconst PCF_POISSON_DISC = [\r\n [0.511749, 0.547686],\r\n [0.58929, 0.257224],\r\n [0.165018, 0.57663],\r\n [0.407692, 0.742285],\r\n [0.707012, 0.646523],\r\n [0.31463, 0.466825],\r\n [0.801257, 0.485186],\r\n [0.418136, 0.146517],\r\n [0.579889, 0.0368284],\r\n [0.79801, 0.140114],\r\n [-0.0413185, 0.371455],\r\n [-0.0529108, 0.627352],\r\n [0.0821375, 0.882071],\r\n [0.17308, 0.301207],\r\n [-0.120452, 0.867216],\r\n [0.371096, 0.916454],\r\n [-0.178381, 0.146101],\r\n [-0.276489, 0.550525],\r\n [0.12542, 0.126643],\r\n [-0.296654, 0.286879],\r\n [0.261744, -0.00604975],\r\n [-0.213417, 0.715776],\r\n [0.425684, -0.153211],\r\n [-0.480054, 0.321357],\r\n [-0.0717878, -0.0250567],\r\n [-0.328775, -0.169666],\r\n [-0.394923, 0.130802],\r\n [-0.553681, -0.176777],\r\n [-0.722615, 0.120616],\r\n [-0.693065, 0.309017],\r\n [0.603193, 0.791471],\r\n [-0.0754941, -0.297988],\r\n [0.109303, -0.156472],\r\n [0.260605, -0.280111],\r\n [0.129731, -0.487954],\r\n [-0.537315, 0.520494],\r\n [-0.42758, 0.800607],\r\n [0.77309, -0.0728102],\r\n [0.908777, 0.328356],\r\n [0.985341, 0.0759158],\r\n [0.947536, -0.11837],\r\n [-0.103315, -0.610747],\r\n [0.337171, -0.584],\r\n [0.210919, -0.720055],\r\n [0.41894, -0.36769],\r\n [-0.254228, -0.49368],\r\n [-0.428562, -0.404037],\r\n [-0.831732, -0.189615],\r\n [-0.922642, 0.0888026],\r\n [-0.865914, 0.427795],\r\n [0.706117, -0.311662],\r\n [0.545465, -0.520942],\r\n [-0.695738, 0.664492],\r\n [0.389421, -0.899007],\r\n [0.48842, -0.708054],\r\n [0.760298, -0.62735],\r\n [-0.390788, -0.707388],\r\n [-0.591046, -0.686721],\r\n [-0.769903, -0.413775],\r\n [-0.604457, -0.502571],\r\n [-0.557234, 0.00451362],\r\n [0.147572, -0.924353],\r\n [-0.0662488, -0.892081],\r\n [0.863832, -0.4072]\r\n];\r\n\r\nfunction getShadowMapTexelSize(scope: PBInsideFunctionScope): PBShaderExp {\r\n return scope.$builder.div(1, ShaderHelper.getShadowCameraParams(scope).z);\r\n}\r\n\r\nfunction getShadowMapSize(scope: PBInsideFunctionScope): PBShaderExp {\r\n return ShaderHelper.getShadowCameraParams(scope).z;\r\n}\r\n\r\n/** @internal */\r\nexport function computeShadowMapDepth(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n targetFormat: TextureFormat\r\n): PBShaderExp {\r\n const funcNameComputeShadowMapDepth = 'Z_computeShadowMapDepth';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeShadowMapDepth, [pb.vec3('worldPos')], function () {\r\n if (hasDepthChannel(targetFormat)) {\r\n // use native shadowmap\r\n this.$return(\r\n pb.vec4(\r\n pb.emulateDepthClamp ? pb.clamp(scope.$inputs.clamppedDepth, 0, 1) : scope.$builtins.fragCoord.z,\r\n 0,\r\n 0,\r\n 1\r\n )\r\n );\r\n } else {\r\n this.$l.depth = pb.float();\r\n this.$l.lightType = ShaderHelper.getLightTypeForShadow(this);\r\n this.$if(pb.equal(this.lightType, LIGHT_TYPE_DIRECTIONAL), function () {\r\n this.depth = pb.emulateDepthClamp\r\n ? pb.clamp(this.$inputs.clamppedDepth, 0, 1)\r\n : this.$builtins.fragCoord.z;\r\n })\r\n .$elseif(pb.equal(this.lightType, LIGHT_TYPE_POINT), function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.length(this.lightSpacePos.xyz), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n })\r\n .$else(function () {\r\n this.$l.lightSpacePos = pb.mul(\r\n ShaderHelper.getLightViewMatrixForShadow(this),\r\n pb.vec4(this.worldPos, 1)\r\n );\r\n this.depth = pb.clamp(\r\n pb.div(pb.neg(this.lightSpacePos.z), ShaderHelper.getLightPositionAndRangeForShadow(this).w),\r\n 0,\r\n 1\r\n );\r\n });\r\n this.$return(\r\n targetFormat === 'rgba8unorm'\r\n ? encodeNormalizedFloatToRGBA(this, this.depth)\r\n : pb.vec4(this.depth, 0, 0, 1)\r\n );\r\n }\r\n });\r\n return pb.getGlobalScope()[funcNameComputeShadowMapDepth](worldPos);\r\n}\r\n\r\n/** @internal */\r\nexport function computeReceiverPlaneDepthBias(\r\n scope: PBInsideFunctionScope,\r\n texCoord: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameComputeReceiverPlaneDepthBias = 'lib_computeReceiverPlaneDepthBias';\r\n const pb = scope.$builder;\r\n pb.func(funcNameComputeReceiverPlaneDepthBias, [pb.vec4('coords')], function () {\r\n this.$l.dx = pb.dpdx(this.coords);\r\n this.$l.dy = pb.dpdy(this.coords);\r\n this.$l.biasMultiply = pb.float(1);\r\n this.$l.uv = pb.vec2(\r\n pb.sub(pb.mul(this.dy.y, this.dx.z), pb.mul(this.dx.y, this.dy.z)),\r\n pb.sub(pb.mul(this.dx.x, this.dy.z), pb.mul(this.dy.x, this.dx.z))\r\n );\r\n this.$l.uv = pb.mul(\r\n this.$l.uv,\r\n pb.div(this.biasMultiply, pb.sub(pb.mul(this.dx.x, this.dy.y), pb.mul(this.dx.y, this.dy.x)))\r\n );\r\n // from unity shader\r\n this.$l.minFractionalError = pb.float(0.01);\r\n this.$l.fractionalSamplingError = pb.dot(pb.vec2(getShadowMapTexelSize(this)), pb.abs(this.$l.uv));\r\n this.$l.staticBias = pb.min(this.$l.fractionalSamplingError, this.$l.minFractionalError);\r\n // return\r\n this.$return(pb.vec3(this.$l.uv, this.$l.staticBias));\r\n });\r\n return pb.getGlobalScope()[funcNameComputeReceiverPlaneDepthBias](texCoord);\r\n}\r\n\r\nfunction getRandomRotationMatrix(scope: PBInsideFunctionScope, fragCoord: PBShaderExp): PBShaderExp {\r\n const funcNameGetRandomRotationMatrix = 'lib_getRandomRotationMatrix';\r\n const pb = scope.$builder;\r\n pb.func(funcNameGetRandomRotationMatrix, [pb.vec2('fragCoord')], function () {\r\n this.$l.randomAngle = pb.mul(interleavedGradientNoise(this, fragCoord), 2 * Math.PI);\r\n this.$l.randomBase = pb.vec2(pb.cos(this.randomAngle), pb.sin(this.randomAngle));\r\n this.$return(pb.mat2(this.randomBase.x, this.randomBase.y, pb.neg(this.randomBase.y), this.randomBase.x));\r\n });\r\n return pb.getGlobalScope()[funcNameGetRandomRotationMatrix](fragCoord);\r\n}\r\n\r\nfunction getPoissonDiscSampleRadius(scope: PBInsideFunctionScope): PBShaderExp {\r\n return ShaderHelper.getDepthBiasValues(scope).z;\r\n}\r\n\r\nfunction sampleShadowMapPCF(\r\n scope: PBInsideFunctionScope,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n offset: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcName = cascade ? 'lib_sampleShadowMapCascadePCF' : 'lib_sampleShadowMapPCF';\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcName,\r\n [pb.vec2('coords'), pb.float('z'), pb.vec2('offset'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n const sampleDepth = this.z;\r\n const uv = pb.add(this.coords, this.offset);\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n uv,\r\n this.cascade,\r\n sampleDepth\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), uv, sampleDepth)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), uv, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), uv, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(sampleDepth, this.shadowTex.x));\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcName](pos, depth, offset, ...(cascade ? [cascade] : []));\r\n}\r\n\r\nfunction sampleShadowMap(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n pos: PBShaderExp,\r\n depth: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameSampleShadowMap = 'lib_sampleShadowMap';\r\n const pb = scope.$builder;\r\n const nativeShadowMap = hasDepthChannel(shadowMapFormat);\r\n pb.func(\r\n funcNameSampleShadowMap,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('coords') : pb.vec2('coords'),\r\n pb.float('z'),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n pb.clamp(pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z), 0, 1)\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n } else {\r\n if (nativeShadowMap) {\r\n this.$return(\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleCompareLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.coords,\r\n this.cascade,\r\n this.z\r\n )\r\n : pb.textureSampleCompareLevel(ShaderHelper.getShadowMap(this), this.coords, this.z)\r\n );\r\n } else {\r\n this.$l.shadowTex =\r\n cascade && getDevice().type !== 'webgl'\r\n ? pb.textureArraySampleLevel(ShaderHelper.getShadowMap(this), this.coords, this.cascade, 0)\r\n : pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.coords, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n this.$return(pb.step(this.z, this.shadowTex.x));\r\n }\r\n }\r\n }\r\n );\r\n return cascade\r\n ? pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth, cascade)\r\n : pb.getGlobalScope()[funcNameSampleShadowMap](pos, depth);\r\n}\r\n\r\nfunction chebyshevUpperBound(\r\n scope: PBInsideFunctionScope,\r\n distance: PBShaderExp,\r\n occluder: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameChebyshevUpperBound = 'lib_chebyshevUpperBound';\r\n const pb = scope.$builder;\r\n pb.func(funcNameChebyshevUpperBound, [pb.float('distance'), pb.vec2('occluder')], function () {\r\n this.$l.shadow = pb.float(1);\r\n this.$l.test = pb.step(this.distance, this.occluder.x);\r\n this.$if(pb.notEqual(this.test, 1), function () {\r\n this.$l.d = pb.sub(this.distance, this.occluder.x);\r\n this.$l.variance = pb.max(pb.mul(this.occluder.y, this.occluder.y), 0);\r\n const darkness = ShaderHelper.getDepthBiasValues(this).z;\r\n this.shadow = pb.div(this.variance, pb.add(this.variance, pb.mul(this.d, this.d)));\r\n this.shadow = pb.clamp(pb.div(pb.sub(this.shadow, darkness), pb.sub(1, darkness)), 0, 1);\r\n });\r\n this.$return(this.shadow);\r\n });\r\n return pb.getGlobalScope()[funcNameChebyshevUpperBound](distance, occluder);\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowVSM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n texCoord: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameFilterShadowVSM = 'lib_filterShadowVSM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowVSM,\r\n [pb.vec4('texCoord'), ...(cascade ? [pb.int('cascade')] : [])],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xyz, 0);\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.w,\r\n shadowMapFormat === 'rgba8unorm' ? decode2HalfFromRGBA(this, this.shadowTex) : this.shadowTex.rg\r\n )\r\n );\r\n } else {\r\n if (getDevice().type !== 'webgl' && cascade) {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.texCoord.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.texCoord.xy, 0);\r\n }\r\n this.$return(\r\n chebyshevUpperBound(\r\n this,\r\n this.texCoord.z,\r\n shadowMapFormat === 'rgba8unorm' ? decode2HalfFromRGBA(this, this.shadowTex) : this.shadowTex.rg\r\n )\r\n );\r\n }\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameFilterShadowVSM](texCoord, ...(cascade ? [cascade] : []));\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowESM(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n shadowVertex: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameFilterShadowESM = 'lib_filterShadowESM';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowESM,\r\n [\r\n lightType === LIGHT_TYPE_POINT ? pb.vec3('shadowVertex') : pb.vec4('shadowVertex'),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n if (lightType === LIGHT_TYPE_POINT) {\r\n this.$l.depth = pb.div(\r\n pb.length(this.shadowVertex.xyz),\r\n ShaderHelper.getLightPositionAndRangeForShadow(this).w\r\n );\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xyz, 0);\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n } else {\r\n if (cascade && getDevice().type !== 'webgl') {\r\n this.$l.shadowTex = pb.textureArraySampleLevel(\r\n ShaderHelper.getShadowMap(this),\r\n this.shadowVertex.xy,\r\n this.cascade,\r\n 0\r\n );\r\n } else {\r\n this.$l.shadowTex = pb.textureSampleLevel(ShaderHelper.getShadowMap(this), this.shadowVertex.xy, 0);\r\n }\r\n if (shadowMapFormat === 'rgba8unorm') {\r\n this.shadowTex.x = decodeNormalizedFloatFromRGBA(this, this.shadowTex);\r\n }\r\n if (lightType === LIGHT_TYPE_SPOT) {\r\n this.$l.nearFar = ShaderHelper.getShadowCameraParams(this).xy;\r\n this.$l.depth = ShaderHelper.nonLinearDepthToLinearNormalized(\r\n this,\r\n this.shadowVertex.z,\r\n this.nearFar\r\n );\r\n } else {\r\n this.$l.depth = this.shadowVertex.z;\r\n }\r\n }\r\n const depthScale = ShaderHelper.getDepthBiasValues(this).z;\r\n this.$return(\r\n pb.clamp(pb.exp(pb.min(87, pb.mul(depthScale, pb.sub(this.shadowTex.x, this.depth)))), 0, 1)\r\n );\r\n }\r\n );\r\n return pb.getGlobalScope()[funcNameFilterShadowESM](shadowVertex, ...(cascade ? [cascade] : []));\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPCF(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n kernelSize: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameFilterShadowPCF = `lib_filterShadowPCF${kernelSize}x${kernelSize}`;\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPCF,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n const shadowMapTexelSize = getShadowMapTexelSize(this);\r\n this.$l.uv = pb.add(pb.mul(this.texCoord.xy, pb.vec2(getShadowMapSize(this))), pb.vec2(0));\r\n this.$l.st = pb.fract(this.uv);\r\n this.$l.baseUV = pb.sub(pb.floor(this.uv), pb.vec2(0.5));\r\n this.baseUV = pb.mul(this.baseUV, shadowMapTexelSize);\r\n this.$l.shadow = pb.float(0);\r\n if (kernelSize === 3) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(3), pb.mul(2, this.st));\r\n this.$l.uvw1 = pb.add(pb.vec2(1), pb.mul(2, this.st));\r\n this.$l.u = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.x), this.uvw0.x), 1),\r\n pb.add(pb.div(this.st.x, this.uvw1.x), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec2(\r\n pb.sub(pb.div(pb.sub(2, this.st.y), this.uvw0.y), 1),\r\n pb.add(pb.div(this.st.y, this.uvw1.y), 1)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 16);\r\n } else if (kernelSize === 5) {\r\n this.$l.uvw0 = pb.sub(pb.vec2(4), pb.mul(this.st, 3));\r\n this.$l.uvw1 = pb.vec2(7);\r\n this.$l.uvw2 = pb.add(pb.vec2(1), pb.mul(this.st, 3));\r\n this.$l.u = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.x, 2)), this.uvw0.x), 2),\r\n pb.div(pb.add(this.st.x, 3), this.uvw1.x),\r\n pb.add(pb.div(this.st.x, this.uvw2.x), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.$l.v = pb.mul(\r\n pb.vec3(\r\n pb.sub(pb.div(pb.sub(3, pb.mul(this.st.y, 2)), this.uvw0.y), 2),\r\n pb.div(pb.add(this.st.y, 3), this.uvw1.y),\r\n pb.add(pb.div(this.st.y, this.uvw2.y), 2)\r\n ),\r\n shadowMapTexelSize\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.x),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.y),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.x, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.y, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.vec2(this.u.z, this.v.z),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 144);\r\n } else if (kernelSize === 7) {\r\n this.$l.uvw0 = pb.sub(pb.mul(this.st, 5), pb.vec2(6));\r\n this.$l.uvw1 = pb.sub(pb.mul(this.st, 11), pb.vec2(28));\r\n this.$l.uvw2 = pb.sub(pb.mul(this.st, -11), pb.vec2(17));\r\n this.$l.uvw3 = pb.sub(pb.mul(this.st, -5), 1);\r\n this.$l.u = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 5), this.uvw0.x), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.x, 4), 16), this.uvw1.x), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.x, -7), 5), this.uvw2.x), 1),\r\n pb.add(pb.div(pb.neg(this.st.x), this.uvw3.x), 3)\r\n );\r\n this.$l.v = pb.vec4(\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 5), this.uvw0.y), 3),\r\n pb.sub(pb.div(pb.sub(pb.mul(this.st.y, 4), 16), this.uvw1.y), 1),\r\n pb.add(pb.div(pb.sub(pb.mul(this.st.y, -7), 5), this.uvw2.y), 1),\r\n pb.add(pb.div(pb.neg(this.st.y), this.uvw3.y), 3)\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.x), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw0.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.y), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw1.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.z), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw2.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.x, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw0.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.y, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw1.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.z, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw2.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.add(\r\n this.shadow,\r\n pb.mul(\r\n sampleShadowMapPCF(\r\n this,\r\n shadowMapFormat,\r\n this.baseUV,\r\n pb.mul(pb.vec2(this.u.w, this.v.w), shadowMapTexelSize),\r\n this.lightDepth,\r\n this.cascade\r\n ),\r\n this.uvw3.x,\r\n this.uvw3.y\r\n )\r\n );\r\n this.shadow = pb.div(this.shadow, 2704);\r\n }\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPCF\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? [cascade] : []));\r\n}\r\n\r\n/** @internal */\r\nexport function filterShadowPoissonDisc(\r\n scope: PBInsideFunctionScope,\r\n lightType: number,\r\n shadowMapFormat: TextureFormat,\r\n tapCount: number,\r\n texCoord: PBShaderExp,\r\n receiverPlaneDepthBias?: PBShaderExp,\r\n cascade?: PBShaderExp\r\n): PBShaderExp {\r\n const funcNameFilterShadowPoissonDisc = 'lib_filterShadowPoissonDisc';\r\n const pb = scope.$builder;\r\n pb.func(\r\n funcNameFilterShadowPoissonDisc,\r\n [\r\n pb.vec4('texCoord'),\r\n ...(receiverPlaneDepthBias ? [pb.vec3('receiverPlaneDepthBias')] : []),\r\n ...(cascade ? [pb.int('cascade')] : [])\r\n ],\r\n function () {\r\n this.$l.lightDepth = this.texCoord.z;\r\n if (receiverPlaneDepthBias) {\r\n this.lightDepth = pb.sub(this.lightDepth, this.receiverPlaneDepthBias.z);\r\n }\r\n this.$l.duv = pb.vec2();\r\n this.$l.filterRadius = pb.mul(getShadowMapTexelSize(this), getPoissonDiscSampleRadius(this));\r\n this.$l.matrix = getRandomRotationMatrix(this, this.$builtins.fragCoord.xy);\r\n this.$l.shadow = pb.float(0);\r\n for (let i = 0; i < tapCount; i++) {\r\n this.duv = pb.mul(\r\n this.matrix,\r\n pb.mul(pb.vec2(PCF_POISSON_DISC[i][0], PCF_POISSON_DISC[i][1]), this.filterRadius)\r\n );\r\n const sampleDepth = receiverPlaneDepthBias\r\n ? pb.add(this.lightDepth, pb.dot(this.duv, this.receiverPlaneDepthBias.xy))\r\n : this.lightDepth;\r\n this.shadow = pb.add(\r\n this.shadow,\r\n sampleShadowMap(\r\n this,\r\n lightType,\r\n shadowMapFormat,\r\n pb.add(this.texCoord.xy, this.duv),\r\n sampleDepth,\r\n this.cascade\r\n )\r\n );\r\n }\r\n this.shadow = pb.div(this.shadow, tapCount);\r\n this.$return(this.shadow);\r\n }\r\n );\r\n return pb\r\n .getGlobalScope()\r\n [\r\n funcNameFilterShadowPoissonDisc\r\n ](texCoord, ...(receiverPlaneDepthBias ? [receiverPlaneDepthBias] : []), ...(cascade ? [cascade] : 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