@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.
- package/dist/animation/animation.js +149 -27
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +173 -73
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/animationtrack.js +65 -10
- package/dist/animation/animationtrack.js.map +1 -1
- package/dist/animation/eulerrotationtrack.js +41 -20
- package/dist/animation/eulerrotationtrack.js.map +1 -1
- package/dist/animation/morphtarget.js +14 -38
- package/dist/animation/morphtarget.js.map +1 -1
- package/dist/animation/morphtrack.js +59 -22
- package/dist/animation/morphtrack.js.map +1 -1
- package/dist/animation/proptrack.js +190 -0
- package/dist/animation/proptrack.js.map +1 -0
- package/dist/animation/rotationtrack.js +29 -11
- package/dist/animation/rotationtrack.js.map +1 -1
- package/dist/animation/scaletrack.js +29 -11
- package/dist/animation/scaletrack.js.map +1 -1
- package/dist/animation/skeleton.js +241 -78
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/translationtrack.js +30 -11
- package/dist/animation/translationtrack.js.map +1 -1
- package/dist/app/api.js +43 -0
- package/dist/app/api.js.map +1 -0
- package/dist/app/app.js +153 -0
- package/dist/app/app.js.map +1 -0
- package/dist/app/engine.js +312 -0
- package/dist/app/engine.js.map +1 -0
- package/dist/app/inputmgr.js +351 -0
- package/dist/app/inputmgr.js.map +1 -0
- package/dist/app/runtimescript.js +62 -0
- package/dist/app/runtimescript.js.map +1 -0
- package/dist/app/scriptingsystem.js +220 -0
- package/dist/app/scriptingsystem.js.map +1 -0
- package/dist/app/scriptregistry.js +432 -0
- package/dist/app/scriptregistry.js.map +1 -0
- package/dist/asset/assetmanager.js +772 -291
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/builtin.js +7 -43
- package/dist/asset/builtin.js.map +1 -1
- package/dist/asset/loaders/dds/dds.js +17 -93
- package/dist/asset/loaders/dds/dds.js.map +1 -1
- package/dist/asset/loaders/dds/dds_loader.js +8 -18
- package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +36 -42
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/helpers.js +27 -14
- package/dist/asset/loaders/gltf/helpers.js.map +1 -1
- package/dist/asset/loaders/hdr/hdr.js +17 -12
- package/dist/asset/loaders/hdr/hdr.js.map +1 -1
- package/dist/asset/loaders/image/tga_Loader.js +13 -16
- package/dist/asset/loaders/image/tga_Loader.js.map +1 -1
- package/dist/asset/loaders/image/webimage_loader.js +51 -50
- package/dist/asset/loaders/image/webimage_loader.js.map +1 -1
- package/dist/asset/loaders/loader.js.map +1 -1
- package/dist/asset/model.js +158 -4
- package/dist/asset/model.js.map +1 -1
- package/dist/blitter/bilateralblur.js +0 -1
- package/dist/blitter/bilateralblur.js.map +1 -1
- package/dist/blitter/blitter.js +22 -23
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/blitter/box.js.map +1 -1
- package/dist/blitter/copy.js.map +1 -1
- package/dist/blitter/gaussianblur.js +23 -23
- package/dist/blitter/gaussianblur.js.map +1 -1
- package/dist/camera/base.js +141 -34
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +653 -149
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +2 -10
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +132 -59
- package/dist/camera/orbit.js.map +1 -1
- package/dist/camera/orthocamera.js +37 -12
- package/dist/camera/orthocamera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +37 -20
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +18268 -6982
- package/dist/index.js +49 -16
- package/dist/index.js.map +1 -1
- package/dist/material/blinn.js +5 -0
- package/dist/material/blinn.js.map +1 -1
- package/dist/material/grassmaterial.js +6 -1
- package/dist/material/grassmaterial.js.map +1 -1
- package/dist/material/lambert.js +6 -1
- package/dist/material/lambert.js.map +1 -1
- package/dist/material/material.js +346 -73
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +498 -156
- package/dist/material/meshmaterial.js.map +1 -1
- package/dist/material/mixins/albedocolor.js +5 -1
- package/dist/material/mixins/albedocolor.js.map +1 -1
- package/dist/material/mixins/foliage.js +3 -3
- package/dist/material/mixins/foliage.js.map +1 -1
- package/dist/material/mixins/lightmodel/blinnphong.js +18 -5
- package/dist/material/mixins/lightmodel/blinnphong.js.map +1 -1
- package/dist/material/mixins/lightmodel/lambert.js +6 -6
- package/dist/material/mixins/lightmodel/lambert.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js +235 -0
- package/dist/material/mixins/lightmodel/pbrblueprintmixin.js.map +1 -0
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js +52 -15
- package/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js +27 -9
- package/dist/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -1
- package/dist/material/mixins/lit.js +16 -4
- package/dist/material/mixins/lit.js.map +1 -1
- package/dist/material/mixins/pbr/brdf.js +134 -0
- package/dist/material/mixins/pbr/brdf.js.map +1 -0
- package/dist/material/mixins/pbr/common.js +68 -85
- package/dist/material/mixins/pbr/common.js.map +1 -1
- package/dist/material/mixins/texture.js +98 -83
- package/dist/material/mixins/texture.js.map +1 -1
- package/dist/material/mixins/vertexcolor.js +6 -2
- package/dist/material/mixins/vertexcolor.js.map +1 -1
- package/dist/material/particle.js +272 -0
- package/dist/material/particle.js.map +1 -0
- package/dist/material/pbrblueprint.js +186 -0
- package/dist/material/pbrblueprint.js.map +1 -0
- package/dist/material/pbrmr.js +10 -0
- package/dist/material/pbrmr.js.map +1 -1
- package/dist/material/pbrsg.js +10 -0
- package/dist/material/pbrsg.js.map +1 -1
- package/dist/material/shader/helper.js +521 -287
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/terrain-cm.js +607 -0
- package/dist/material/terrain-cm.js.map +1 -0
- package/dist/material/terrainmaterial.js +59 -54
- package/dist/material/terrainmaterial.js.map +1 -1
- package/dist/material/unlit.js +5 -0
- package/dist/material/unlit.js.map +1 -1
- package/dist/material/water.js +415 -0
- package/dist/material/water.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +38 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +10 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +127 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +1 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +263 -0
- package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +1 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js +5 -0
- package/dist/node_modules/es-module-lexer/dist/lexer.js.map +1 -0
- package/dist/posteffect/bloom.js +39 -54
- package/dist/posteffect/bloom.js.map +1 -1
- package/dist/posteffect/compositor.js +95 -128
- package/dist/posteffect/compositor.js.map +1 -1
- package/dist/posteffect/fxaa.js +10 -18
- package/dist/posteffect/fxaa.js.map +1 -1
- package/dist/posteffect/grayscale.js +9 -17
- package/dist/posteffect/grayscale.js.map +1 -1
- package/dist/posteffect/motionblur.js +105 -0
- package/dist/posteffect/motionblur.js.map +1 -0
- package/dist/posteffect/posteffect.js +66 -35
- package/dist/posteffect/posteffect.js.map +1 -1
- package/dist/posteffect/sao.js +13 -21
- package/dist/posteffect/sao.js.map +1 -1
- package/dist/posteffect/ssr.js +60 -100
- package/dist/posteffect/ssr.js.map +1 -1
- package/dist/posteffect/taa.js +175 -0
- package/dist/posteffect/taa.js.map +1 -0
- package/dist/posteffect/tonemap.js +12 -20
- package/dist/posteffect/tonemap.js.map +1 -1
- package/dist/render/abuffer_oit.js +30 -19
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +429 -101
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +7 -5
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +43 -3
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +14 -5
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable_mixin.js +113 -40
- package/dist/render/drawable_mixin.js.map +1 -1
- package/dist/render/envlight.js +86 -141
- package/dist/render/envlight.js.map +1 -1
- package/dist/render/fbm_wavegenerator.js +234 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -0
- package/dist/render/fft_wavegenerator.js +64 -50
- package/dist/render/fft_wavegenerator.js.map +1 -1
- package/dist/render/fullscreenquad.js +2 -2
- package/dist/render/fullscreenquad.js.map +1 -1
- package/dist/render/gerstner_wavegenerator.js +98 -48
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +4 -2
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/hzb.js +6 -3
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +19 -18
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/objectcolorpass.js +4 -4
- package/dist/render/objectcolorpass.js.map +1 -1
- package/dist/render/primitive.js +213 -104
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +40 -20
- package/dist/render/render_queue.js.map +1 -1
- package/dist/render/renderbundle_wrapper.js +65 -15
- package/dist/render/renderbundle_wrapper.js.map +1 -1
- package/dist/render/renderer.js +326 -185
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/renderpass.js +20 -36
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/shadowmap_pass.js +3 -3
- package/dist/render/shadowmap_pass.js.map +1 -1
- package/dist/render/sky.js +864 -541
- package/dist/render/sky.js.map +1 -1
- package/dist/render/weightedblended_oit.js +13 -15
- package/dist/render/weightedblended_oit.js.map +1 -1
- package/dist/scene/batchgroup.js +18 -5
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +78 -48
- package/dist/scene/environment.js.map +1 -1
- package/dist/scene/graph_node.js +2 -3
- package/dist/scene/graph_node.js.map +1 -1
- package/dist/scene/light.js +28 -89
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +218 -87
- package/dist/scene/mesh.js.map +1 -1
- package/dist/scene/octree.js +371 -162
- package/dist/scene/octree.js.map +1 -1
- package/dist/scene/particlesys.js +684 -0
- package/dist/scene/particlesys.js.map +1 -0
- package/dist/scene/raycast_visitor.js +34 -5
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +309 -85
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +675 -102
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/terrain/grass.js +48 -49
- package/dist/scene/terrain/grass.js.map +1 -1
- package/dist/scene/terrain/heightfield.js +46 -44
- package/dist/scene/terrain/heightfield.js.map +1 -1
- package/dist/scene/terrain/patch.js +20 -29
- package/dist/scene/terrain/patch.js.map +1 -1
- package/dist/scene/terrain/quadtree.js +58 -27
- package/dist/scene/terrain/quadtree.js.map +1 -1
- package/dist/scene/terrain/terrain.js +31 -45
- package/dist/scene/terrain/terrain.js.map +1 -1
- package/dist/scene/terrain-cm/grass.js +603 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +160 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js +533 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
- package/dist/scene/water.js +378 -0
- package/dist/scene/water.js.map +1 -0
- package/dist/shaders/atmosphere.js +957 -0
- package/dist/shaders/atmosphere.js.map +1 -0
- package/dist/shaders/fog.js +116 -0
- package/dist/shaders/fog.js.map +1 -0
- package/dist/shaders/misc.js.map +1 -1
- package/dist/shaders/noise.js +217 -8
- package/dist/shaders/noise.js.map +1 -1
- package/dist/shaders/pbr.js.map +1 -1
- package/dist/shaders/shadow.js +8 -8
- package/dist/shaders/shadow.js.map +1 -1
- package/dist/shaders/ssr.js +87 -39
- package/dist/shaders/ssr.js.map +1 -1
- package/dist/shaders/temporal.js +216 -0
- package/dist/shaders/temporal.js.map +1 -0
- package/dist/shaders/water.js +42 -20
- package/dist/shaders/water.js.map +1 -1
- package/dist/shadow/esm.js +31 -13
- package/dist/shadow/esm.js.map +1 -1
- package/dist/shadow/pcf_opt.js +12 -13
- package/dist/shadow/pcf_opt.js.map +1 -1
- package/dist/shadow/pcf_pd.js +12 -13
- package/dist/shadow/pcf_pd.js.map +1 -1
- package/dist/shadow/shader.js +38 -0
- package/dist/shadow/shader.js.map +1 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +67 -26
- package/dist/shadow/shadowmapper.js.map +1 -1
- package/dist/shadow/ssm.js +15 -16
- package/dist/shadow/ssm.js.map +1 -1
- package/dist/shadow/vsm.js +33 -16
- package/dist/shadow/vsm.js.map +1 -1
- package/dist/shapes/box.js +181 -83
- package/dist/shapes/box.js.map +1 -1
- package/dist/shapes/cylinder.js +101 -43
- package/dist/shapes/cylinder.js.map +1 -1
- package/dist/shapes/plane.js +70 -29
- package/dist/shapes/plane.js.map +1 -1
- package/dist/shapes/shape.js +120 -17
- package/dist/shapes/shape.js.map +1 -1
- package/dist/shapes/sphere.js +78 -44
- package/dist/shapes/sphere.js.map +1 -1
- package/dist/shapes/tetrahedron.js +256 -0
- package/dist/shapes/tetrahedron.js.map +1 -0
- package/dist/shapes/torus.js +76 -55
- package/dist/shapes/torus.js.map +1 -1
- package/dist/src/animation/animation.js +127 -0
- package/dist/src/animation/animation.js.map +1 -0
- package/dist/src/animation/animationset.js +255 -0
- package/dist/src/animation/animationset.js.map +1 -0
- package/dist/src/animation/animationtrack.js +34 -0
- package/dist/src/animation/animationtrack.js.map +1 -0
- package/dist/src/animation/eulerrotationtrack.js +52 -0
- package/dist/src/animation/eulerrotationtrack.js.map +1 -0
- package/dist/src/animation/morphtarget.js +93 -0
- package/dist/src/animation/morphtarget.js.map +1 -0
- package/dist/src/animation/morphtrack.js +70 -0
- package/dist/src/animation/morphtrack.js.map +1 -0
- package/dist/src/animation/proptrack.js +161 -0
- package/dist/src/animation/proptrack.js.map +1 -0
- package/dist/src/animation/rotationtrack.js +51 -0
- package/dist/src/animation/rotationtrack.js.map +1 -0
- package/dist/src/animation/scaletrack.js +50 -0
- package/dist/src/animation/scaletrack.js.map +1 -0
- package/dist/src/animation/skeleton.js +204 -0
- package/dist/src/animation/skeleton.js.map +1 -0
- package/dist/src/animation/translationtrack.js +50 -0
- package/dist/src/animation/translationtrack.js.map +1 -0
- package/dist/{app.js → src/app/app.js} +18 -40
- package/dist/src/app/app.js.map +1 -0
- package/dist/{input → src/app}/inputmgr.js +41 -16
- package/dist/src/app/inputmgr.js.map +1 -0
- package/dist/src/asset/assetmanager.js +404 -0
- package/dist/src/asset/assetmanager.js.map +1 -0
- package/dist/src/asset/builtin.js +337 -0
- package/dist/src/asset/builtin.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds.js +470 -0
- package/dist/src/asset/loaders/dds/dds.js.map +1 -0
- package/dist/src/asset/loaders/dds/dds_loader.js +28 -0
- package/dist/src/asset/loaders/dds/dds_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js +1265 -0
- package/dist/src/asset/loaders/gltf/gltf_loader.js.map +1 -0
- package/dist/src/asset/loaders/gltf/helpers.js +327 -0
- package/dist/src/asset/loaders/gltf/helpers.js.map +1 -0
- package/dist/src/asset/loaders/hdr/hdr.js +180 -0
- package/dist/src/asset/loaders/hdr/hdr.js.map +1 -0
- package/dist/src/asset/loaders/image/tga_Loader.js +116 -0
- package/dist/src/asset/loaders/image/tga_Loader.js.map +1 -0
- package/dist/src/asset/loaders/image/webimage_loader.js +63 -0
- package/dist/src/asset/loaders/image/webimage_loader.js.map +1 -0
- package/dist/src/asset/loaders/loader.js +45 -0
- package/dist/src/asset/loaders/loader.js.map +1 -0
- package/dist/src/asset/model.js +414 -0
- package/dist/src/asset/model.js.map +1 -0
- package/dist/{blitter/depthlimitedgaussion.js → src/blitter/bilateralblur.js} +1 -2
- package/dist/src/blitter/bilateralblur.js.map +1 -0
- package/dist/src/blitter/blitter.js +390 -0
- package/dist/src/blitter/blitter.js.map +1 -0
- package/dist/src/blitter/box.js +118 -0
- package/dist/src/blitter/box.js.map +1 -0
- package/dist/src/blitter/copy.js +22 -0
- package/dist/src/blitter/copy.js.map +1 -0
- package/dist/src/blitter/gaussianblur.js +228 -0
- package/dist/src/blitter/gaussianblur.js.map +1 -0
- package/dist/src/camera/base.js +92 -0
- package/dist/src/camera/base.js.map +1 -0
- package/dist/src/camera/camera.js +1005 -0
- package/dist/src/camera/camera.js.map +1 -0
- package/dist/src/camera/fps.js +238 -0
- package/dist/src/camera/fps.js.map +1 -0
- package/dist/src/camera/orbit.js +245 -0
- package/dist/src/camera/orbit.js.map +1 -0
- package/dist/src/camera/orthocamera.js +167 -0
- package/dist/src/camera/orthocamera.js.map +1 -0
- package/dist/src/camera/perspectivecamera.js +141 -0
- package/dist/src/camera/perspectivecamera.js.map +1 -0
- package/dist/src/index.js +120 -0
- package/dist/src/index.js.map +1 -0
- package/dist/src/material/blinn.js +81 -0
- package/dist/src/material/blinn.js.map +1 -0
- package/dist/src/material/grassmaterial.js +113 -0
- package/dist/src/material/grassmaterial.js.map +1 -0
- package/dist/src/material/lambert.js +92 -0
- package/dist/src/material/lambert.js.map +1 -0
- package/dist/src/material/material.js +301 -0
- package/dist/src/material/material.js.map +1 -0
- package/dist/src/material/meshmaterial.js +704 -0
- package/dist/src/material/meshmaterial.js.map +1 -0
- package/dist/src/material/mixins/albedocolor.js +76 -0
- package/dist/src/material/mixins/albedocolor.js.map +1 -0
- package/dist/src/material/mixins/foliage.js +47 -0
- package/dist/src/material/mixins/foliage.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js +112 -0
- package/dist/src/material/mixins/lightmodel/blinnphong.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/lambert.js +58 -0
- package/dist/src/material/mixins/lightmodel/lambert.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +178 -0
- package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +139 -0
- package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +1 -0
- package/dist/src/material/mixins/lit.js +476 -0
- package/dist/src/material/mixins/lit.js.map +1 -0
- package/dist/src/material/mixins/pbr/common.js +918 -0
- package/dist/src/material/mixins/pbr/common.js.map +1 -0
- package/dist/src/material/mixins/texture.js +172 -0
- package/dist/src/material/mixins/texture.js.map +1 -0
- package/dist/src/material/mixins/vertexcolor.js +56 -0
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package/dist/shaders/noise.js
CHANGED
|
@@ -1,3 +1,24 @@
|
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1
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+
/**
|
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2
|
+
* Generate random float value from a float
|
|
3
|
+
*
|
|
4
|
+
* @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.$return(pb.fract(this.x));
|
|
19
|
+
});
|
|
20
|
+
return scope[funcName](p);
|
|
21
|
+
}
|
|
1
22
|
/**
|
|
2
23
|
* Generate random float value from a vec2
|
|
3
24
|
*
|
|
@@ -6,14 +27,202 @@
|
|
|
6
27
|
* @returns random float value
|
|
7
28
|
*
|
|
8
29
|
* @public
|
|
9
|
-
*/ function
|
|
30
|
+
*/ function hash21(scope, p) {
|
|
31
|
+
const pb = scope.$builder;
|
|
32
|
+
const funcName = 'Z_hash21';
|
|
33
|
+
pb.func(funcName, [
|
|
34
|
+
pb.vec2('p')
|
|
35
|
+
], function() {
|
|
36
|
+
this.$l.p3 = pb.fract(pb.mul(this.p.xyx, 0.1031));
|
|
37
|
+
this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
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38
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+
this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));
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+
});
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40
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return scope[funcName](p);
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}
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/**
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* Generate random float value from a vec3
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*
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* @param scope - Current shader scope
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* @param p - random seed
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* @returns random float value
|
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*
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* @public
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*/ function hash31(scope, p) {
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const pb = scope.$builder;
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const funcName = 'Z_hash31';
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pb.func(funcName, [
|
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pb.vec3('p')
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], function() {
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56
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this.$l.p3 = pb.fract(pb.mul(this.p, 0.1031));
|
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57
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this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.zyx, pb.vec3(31.32))));
|
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58
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this.$return(pb.fract(pb.mul(pb.add(this.p3.x, this.p3.y), this.p3.z)));
|
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});
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return scope[funcName](p);
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}
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/**
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* Generate random vec2 value from a float
|
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*
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* @param scope - Current shader scope
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* @param p - random seed
|
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* @returns random vec2 value
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*
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* @public
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*/ function hash12(scope, p) {
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const pb = scope.$builder;
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const funcName = 'Z_hash12';
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pb.func(funcName, [
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pb.float('p')
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], function() {
|
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this.$l.p3 = pb.fract(pb.mul(pb.vec3(0.1031, 0.103, 0.0973), this.p));
|
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77
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+
this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
|
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78
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+
this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
|
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+
});
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80
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+
return scope[funcName](p);
|
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81
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+
}
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/**
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* Generate random vec2 value from a vec2
|
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*
|
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* @param scope - Current shader scope
|
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* @param p - random seed
|
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* @returns random vec2 value
|
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*
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* @public
|
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+
*/ function hash22(scope, p) {
|
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+
const pb = scope.$builder;
|
|
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+
const funcName = 'Z_hash22';
|
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+
pb.func(funcName, [
|
|
94
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+
pb.vec2('p')
|
|
95
|
+
], function() {
|
|
96
|
+
this.$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.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
|
|
99
|
+
});
|
|
100
|
+
return scope[funcName](p);
|
|
101
|
+
}
|
|
102
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/**
|
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103
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+
* Generate random vec2 value from a vec3
|
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+
*
|
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+
* @param scope - Current shader scope
|
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* @param p - random seed
|
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+
* @returns random vec2 value
|
|
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+
*
|
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+
* @public
|
|
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+
*/ function hash32(scope, p) {
|
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+
const pb = scope.$builder;
|
|
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|
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const funcName = 'Z_hash32';
|
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pb.func(funcName, [
|
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pb.vec3('p')
|
|
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|
+
], function() {
|
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|
+
this.$l.p3 = pb.fract(pb.mul(this.p, pb.vec3(0.1031, 0.103, 0.0973)));
|
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|
+
this.p3 = pb.add(this.p3, pb.dot(this.p3, pb.add(this.p3.yzx, pb.vec3(33.33))));
|
|
118
|
+
this.$return(pb.fract(pb.mul(pb.add(this.p3.xx, this.p3.yz), this.p3.zy)));
|
|
119
|
+
});
|
|
120
|
+
return scope[funcName](p);
|
|
121
|
+
}
|
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/**
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|
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* Generate random vec3 value from a float
|
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*
|
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|
+
* @param scope - Current shader scope
|
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|
+
* @param p - random seed
|
|
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|
+
* @returns random vec3 value
|
|
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|
+
*
|
|
129
|
+
* @public
|
|
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|
+
*/ function hash13(scope, p) {
|
|
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|
+
const pb = scope.$builder;
|
|
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|
+
const funcName = 'Z_hash13';
|
|
133
|
+
pb.func(funcName, [
|
|
134
|
+
pb.float('p')
|
|
135
|
+
], function() {
|
|
136
|
+
this.$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 = '
|
|
210
|
+
const funcName = 'Z_valueNoise';
|
|
12
211
|
pb.func(funcName, [
|
|
13
212
|
pb.vec2('p')
|
|
14
213
|
], function() {
|
|
15
|
-
this.
|
|
16
|
-
this.$
|
|
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 =
|
|
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.$return(pb.vec2(pb.cos(this.angle), pb.sin(this.angle)));
|
|
38
247
|
});
|
|
@@ -97,7 +306,7 @@
|
|
|
97
306
|
pb.func(funcNameHash, [
|
|
98
307
|
pb.vec3('p')
|
|
99
308
|
], function() {
|
|
100
|
-
|
|
309
|
+
{
|
|
101
310
|
this.$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
|
-
|
|
328
|
+
{
|
|
120
329
|
this.$l.h = pb.add(pb.mul(this[funcNameHash](pb.mod(pb.add(this.id, this.offset), pb.vec3(this.freq))), 0.4), pb.vec3(0.3));
|
|
121
330
|
}
|
|
122
331
|
this.h = pb.add(this.h, this.offset);
|
|
@@ -218,5 +427,5 @@
|
|
|
218
427
|
return pb.fract(pb.mul(z, pb.fract(pb.dot(c, pb.vec2(x, y)))));
|
|
219
428
|
}
|
|
220
429
|
|
|
221
|
-
export { gradient,
|
|
430
|
+
export { gradient, hash11, hash12, hash13, hash21, hash22, hash23, hash31, hash32, hash33, interleavedGradientNoise, noise3D, perlinNoise2D, perlinNoise3D, smoothNoise3D, valueNoise, whiteNoise, worleyFBM, worleyNoise };
|
|
222
431
|
//# sourceMappingURL=noise.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"noise.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
|
1
|
+
{"version":3,"file":"noise.js","sources":["../../src/shaders/noise.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\n\r\n/**\r\n * Generate random float value from a float\r\n *\r\n * @param scope - Current shader scope\r\n * @param p - random seed\r\n * @returns random float value\r\n *\r\n * @public\r\n */\r\nexport function hash11(scope: PBInsideFunctionScope, p: number | PBShaderExp): PBShaderExp {\r\n const pb = scope.$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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{"version":3,"file":"pbr.js","sources":[],"sourcesContent":[],"names":[],"mappings":"
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{"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.$return(pb.float(0));\r\n });\r\n });\r\n return pb.getGlobalScope()[funcName](NdotV, NdotL, alphaRoughness);\r\n}\r\n"],"names":["fresnelSchlick","scope","VdotH","f0","f90","pb","$builder","funcName","func","float","vec3","$return","add","F0","mul","sub","F90","pow","clamp","getGlobalScope","distributionGGX","NdotH","alphaRoughness","$l","a2","roughness","NdotH2","num","denom","div","visGGX","NdotV","NdotL","ggxV","sqrt","ggxL","ggx","$if","greaterThan","$else"],"mappings":"AAEA,iBACO,SAASA,cACdC,CAAAA,KAA4B,EAC5BC,KAAkB,EAClBC,EAAe,EACfC,GAAgB,EAAA;IAEhB,MAAMC,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,gBAAA;IACjBF,EAAGG,CAAAA,IAAI,CAACD,QAAU,EAAA;AAACF,QAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA,CAAA;AAAUJ,QAAAA,EAAAA,CAAGK,IAAI,CAAC,IAAA,CAAA;AAAOL,QAAAA,EAAAA,CAAGK,IAAI,CAAC,KAAA;KAAO,EAAE,WAAA;AACpE,QAAA,IAAI,CAACC,OAAO,CACVN,EAAGO,CAAAA,GAAG,CAAC,IAAI,CAACC,EAAE,EAAER,GAAGS,GAAG,CAACT,GAAGU,GAAG,CAAC,IAAI,CAACC,GAAG,EAAE,IAAI,CAACH,EAAE,CAAA,EAAGR,GAAGY,GAAG,CAACZ,GAAGa,KAAK,CAACb,EAAGU,CAAAA,GAAG,CAAC,CAAG,EAAA,IAAI,CAACb,KAAK,CAAA,EAAG,GAAG,CAAI,CAAA,EAAA,CAAA,CAAA,CAAA,CAAA,CAAA;AAEpG,KAAA,CAAA;AACA,IAAA,OAAOG,GAAGc,cAAc,EAAE,CAACZ,QAAS,CAAA,CAACL,OAAOC,EAAIC,EAAAA,GAAAA,CAAAA;AAClD;AAEA,iBACO,SAASgB,eAAAA,CACdnB,KAA4B,EAC5BoB,KAAkB,EAClBC,cAA2B,EAAA;IAE3B,MAAMjB,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,iBAAA;IACjBF,EAAGG,CAAAA,IAAI,CAACD,QAAU,EAAA;AAACF,QAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA,CAAA;AAAUJ,QAAAA,EAAAA,CAAGI,KAAK,CAAC,WAAA;KAAa,EAAE,WAAA;AAC5D,QAAA,IAAI,CAACc,EAAE,CAACC,EAAE,GAAGnB,EAAGS,CAAAA,GAAG,CAAC,IAAI,CAACW,SAAS,EAAE,IAAI,CAACA,SAAS,CAAA;AAClD,QAAA,IAAI,CAACF,EAAE,CAACG,MAAM,GAAGrB,EAAGS,CAAAA,GAAG,CAAC,IAAI,CAACO,KAAK,EAAE,IAAI,CAACA,KAAK,CAAA;AAC9C,QAAA,IAAI,CAACE,EAAE,CAACI,GAAG,GAAG,IAAI,CAACH,EAAE;QACrB,IAAI,CAACD,EAAE,CAACK,KAAK,GAAGvB,EAAGO,CAAAA,GAAG,CAACP,EAAAA,CAAGS,GAAG,CAAC,IAAI,CAACY,MAAM,EAAErB,EAAGU,CAAAA,GAAG,CAAC,IAAI,CAACS,EAAE,EAAE,CAAK,CAAA,CAAA,EAAA,CAAA,CAAA;AAChE,QAAA,IAAI,CAACI,KAAK,GAAGvB,EAAGS,CAAAA,GAAG,CAACT,EAAGS,CAAAA,GAAG,CAAC,UAAA,EAAY,IAAI,CAACc,KAAK,CAAG,EAAA,IAAI,CAACA,KAAK,CAAA;AAC9D,QAAA,IAAI,CAACjB,OAAO,CAACN,EAAAA,CAAGwB,GAAG,CAAC,IAAI,CAACF,GAAG,EAAE,IAAI,CAACC,KAAK,CAAA,CAAA;AAC1C,KAAA,CAAA;AACA,IAAA,OAAOvB,GAAGc,cAAc,EAAE,CAACZ,QAAAA,CAAS,CAACc,KAAOC,EAAAA,cAAAA,CAAAA;AAC9C;AAEA,iBACO,SAASQ,MACd7B,CAAAA,KAA4B,EAC5B8B,KAAkB,EAClBC,KAAkB,EAClBV,cAA2B,EAAA;IAE3B,MAAMjB,EAAAA,GAAKJ,MAAMK,QAAQ;AACzB,IAAA,MAAMC,QAAW,GAAA,QAAA;IACjBF,EAAGG,CAAAA,IAAI,CAACD,QAAU,EAAA;AAACF,QAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA,CAAA;AAAUJ,QAAAA,EAAAA,CAAGI,KAAK,CAAC,OAAA,CAAA;AAAUJ,QAAAA,EAAAA,CAAGI,KAAK,CAAC,WAAA;KAAa,EAAE,WAAA;AAC/E,QAAA,IAAI,CAACc,EAAE,CAACC,EAAE,GAAGnB,EAAGS,CAAAA,GAAG,CAAC,IAAI,CAACW,SAAS,EAAE,IAAI,CAACA,SAAS,CAAA;AAClD,QAAA,IAAI,CAACF,EAAE,CAACU,IAAI,GAAG5B,GAAGS,GAAG,CACnB,IAAI,CAACkB,KAAK,EACV3B,EAAAA,CAAG6B,IAAI,CAAC7B,EAAAA,CAAGO,GAAG,CAACP,EAAAA,CAAGS,GAAG,CAAC,IAAI,CAACiB,KAAK,EAAE,IAAI,CAACA,KAAK,EAAE1B,EAAAA,CAAGU,GAAG,CAAC,GAAG,IAAI,CAACS,EAAE,CAAI,CAAA,EAAA,IAAI,CAACA,EAAE,CAAA,CAAA,CAAA;AAE5E,QAAA,IAAI,CAACD,EAAE,CAACY,IAAI,GAAG9B,GAAGS,GAAG,CACnB,IAAI,CAACiB,KAAK,EACV1B,EAAAA,CAAG6B,IAAI,CAAC7B,EAAAA,CAAGO,GAAG,CAACP,EAAAA,CAAGS,GAAG,CAAC,IAAI,CAACkB,KAAK,EAAE,IAAI,CAACA,KAAK,EAAE3B,EAAAA,CAAGU,GAAG,CAAC,GAAG,IAAI,CAACS,EAAE,CAAI,CAAA,EAAA,IAAI,CAACA,EAAE,CAAA,CAAA,CAAA;AAE5E,QAAA,IAAI,CAACD,EAAE,CAACa,GAAG,GAAG/B,EAAGO,CAAAA,GAAG,CAAC,IAAI,CAACqB,IAAI,EAAE,IAAI,CAACE,IAAI,CAAA;QACzC,IAAI,CAACE,GAAG,CAAChC,EAAGiC,CAAAA,WAAW,CAAC,IAAI,CAACF,GAAG,EAAE,CAAI,CAAA,EAAA,WAAA;YACpC,IAAI,CAACzB,OAAO,CAACN,EAAAA,CAAGwB,GAAG,CAAC,GAAA,EAAK,IAAI,CAACO,GAAG,CAAA,CAAA;AACnC,SAAA,CAAA,CAAGG,KAAK,CAAC,WAAA;AACP,YAAA,IAAI,CAAC5B,OAAO,CAACN,EAAAA,CAAGI,KAAK,CAAC,CAAA,CAAA,CAAA;AACxB,SAAA,CAAA;AACF,KAAA,CAAA;AACA,IAAA,OAAOJ,GAAGc,cAAc,EAAE,CAACZ,QAAS,CAAA,CAACwB,OAAOC,KAAOV,EAAAA,cAAAA,CAAAA;AACrD;;;;"}
|
package/dist/shaders/shadow.js
CHANGED
|
@@ -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
|
-
-
|
|
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.$return(cascade &&
|
|
388
|
+
this.$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.$l.shadowTex = cascade &&
|
|
390
|
+
this.$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.$return(cascade &&
|
|
424
|
+
this.$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.$l.shadowTex = cascade &&
|
|
426
|
+
this.$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 (
|
|
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 &&
|
|
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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