@zephyr3d/scene 0.6.1 → 0.7.1
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 +142 -31
- package/dist/animation/animation.js.map +1 -1
- package/dist/animation/animationset.js +186 -73
- package/dist/animation/animationset.js.map +1 -1
- package/dist/animation/animationtrack.js +66 -10
- package/dist/animation/animationtrack.js.map +1 -1
- package/dist/animation/eulerrotationtrack.js +40 -20
- package/dist/animation/eulerrotationtrack.js.map +1 -1
- package/dist/animation/morphtarget.js +20 -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 +186 -0
- package/dist/animation/proptrack.js.map +1 -0
- package/dist/animation/rotationtrack.js +28 -11
- package/dist/animation/rotationtrack.js.map +1 -1
- package/dist/animation/scaletrack.js +28 -11
- package/dist/animation/scaletrack.js.map +1 -1
- package/dist/animation/skeleton.js +238 -82
- package/dist/animation/skeleton.js.map +1 -1
- package/dist/animation/translationtrack.js +29 -11
- package/dist/animation/translationtrack.js.map +1 -1
- package/dist/app/api.js +52 -0
- package/dist/app/api.js.map +1 -0
- package/dist/app/app.js +165 -0
- package/dist/app/app.js.map +1 -0
- package/dist/app/engine.js +300 -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/screen.js +318 -0
- package/dist/app/screen.js.map +1 -0
- package/dist/app/scriptingsystem.js +224 -0
- package/dist/app/scriptingsystem.js.map +1 -0
- package/dist/app/scriptregistry.js +421 -0
- package/dist/app/scriptregistry.js.map +1 -0
- package/dist/asset/assetmanager.js +823 -321
- package/dist/asset/assetmanager.js.map +1 -1
- package/dist/asset/builtin.js +12 -48
- package/dist/asset/builtin.js.map +1 -1
- package/dist/asset/loaders/dds/dds.js +23 -95
- package/dist/asset/loaders/dds/dds.js.map +1 -1
- package/dist/asset/loaders/dds/dds_loader.js +9 -19
- package/dist/asset/loaders/dds/dds_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/gltf_loader.js +50 -48
- package/dist/asset/loaders/gltf/gltf_loader.js.map +1 -1
- package/dist/asset/loaders/gltf/helpers.js +33 -16
- package/dist/asset/loaders/gltf/helpers.js.map +1 -1
- package/dist/asset/loaders/hdr/hdr.js +39 -27
- package/dist/asset/loaders/hdr/hdr.js.map +1 -1
- package/dist/asset/loaders/image/tga_Loader.js +15 -17
- 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 +2 -2
- package/dist/asset/loaders/loader.js.map +1 -1
- package/dist/asset/model.js +160 -6
- 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 +28 -31
- package/dist/blitter/blitter.js.map +1 -1
- package/dist/blitter/box.js +0 -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 +139 -34
- package/dist/camera/base.js.map +1 -1
- package/dist/camera/camera.js +760 -172
- package/dist/camera/camera.js.map +1 -1
- package/dist/camera/fps.js +21 -27
- package/dist/camera/fps.js.map +1 -1
- package/dist/camera/orbit.js +134 -59
- package/dist/camera/orbit.js.map +1 -1
- package/dist/camera/orthocamera.js +52 -21
- package/dist/camera/orthocamera.js.map +1 -1
- package/dist/camera/perspectivecamera.js +60 -34
- package/dist/camera/perspectivecamera.js.map +1 -1
- package/dist/index.d.ts +17031 -6901
- package/dist/index.js +60 -21
- 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 +356 -77
- package/dist/material/material.js.map +1 -1
- package/dist/material/meshmaterial.js +505 -162
- 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 +242 -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 +19 -7
- 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 +101 -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 +344 -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 +533 -316
- package/dist/material/shader/helper.js.map +1 -1
- package/dist/material/sprite.js +301 -0
- package/dist/material/sprite.js.map +1 -0
- package/dist/material/sprite3d.js +301 -0
- package/dist/material/sprite3d.js.map +1 -0
- package/dist/material/sprite3d_std.js +116 -0
- package/dist/material/sprite3d_std.js.map +1 -0
- package/dist/material/sprite3dblueprint.js +235 -0
- package/dist/material/sprite3dblueprint.js.map +1 -0
- package/dist/material/sprite_std.js +116 -0
- package/dist/material/sprite_std.js.map +1 -0
- package/dist/material/spriteblueprint.js +235 -0
- package/dist/material/spriteblueprint.js.map +1 -0
- package/dist/material/terrain-cm.js +606 -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 +65 -103
- 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 +38 -25
- package/dist/render/abuffer_oit.js.map +1 -1
- package/dist/render/clipmap.js +424 -106
- package/dist/render/clipmap.js.map +1 -1
- package/dist/render/cluster_light.js +11 -9
- package/dist/render/cluster_light.js.map +1 -1
- package/dist/render/cull_visitor.js +51 -13
- package/dist/render/cull_visitor.js.map +1 -1
- package/dist/render/depthpass.js +15 -7
- package/dist/render/depthpass.js.map +1 -1
- package/dist/render/drawable.js +15 -0
- package/dist/render/drawable.js.map +1 -0
- package/dist/render/drawable_mixin.js +121 -44
- 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 +236 -0
- package/dist/render/fbm_wavegenerator.js.map +1 -0
- package/dist/render/fft_wavegenerator.js +131 -114
- 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 +100 -48
- package/dist/render/gerstner_wavegenerator.js.map +1 -1
- package/dist/render/globalbindgroup_allocator.js +7 -3
- package/dist/render/globalbindgroup_allocator.js.map +1 -1
- package/dist/render/hzb.js +7 -5
- package/dist/render/hzb.js.map +1 -1
- package/dist/render/lightpass.js +28 -27
- package/dist/render/lightpass.js.map +1 -1
- package/dist/render/objectcolorpass.js +6 -9
- package/dist/render/objectcolorpass.js.map +1 -1
- package/dist/render/primitive.js +213 -105
- package/dist/render/primitive.js.map +1 -1
- package/dist/render/render_queue.js +49 -24
- 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 +324 -189
- package/dist/render/renderer.js.map +1 -1
- package/dist/render/renderpass.js +43 -84
- package/dist/render/renderpass.js.map +1 -1
- package/dist/render/rendertarget.js +5 -0
- package/dist/render/rendertarget.js.map +1 -0
- package/dist/render/screenrendertarget.js +56 -0
- package/dist/render/screenrendertarget.js.map +1 -0
- package/dist/render/shadowmap_pass.js +5 -6
- package/dist/render/shadowmap_pass.js.map +1 -1
- package/dist/render/sky.js +867 -542
- 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/basesprite.js +296 -0
- package/dist/scene/basesprite.js.map +1 -0
- package/dist/scene/batchgroup.js +22 -7
- package/dist/scene/batchgroup.js.map +1 -1
- package/dist/scene/environment.js +78 -49
- 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 +49 -92
- package/dist/scene/light.js.map +1 -1
- package/dist/scene/mesh.js +298 -89
- 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 +687 -0
- package/dist/scene/particlesys.js.map +1 -0
- package/dist/scene/raycast_visitor.js +26 -13
- package/dist/scene/raycast_visitor.js.map +1 -1
- package/dist/scene/scene.js +312 -85
- package/dist/scene/scene.js.map +1 -1
- package/dist/scene/scene_node.js +663 -105
- package/dist/scene/scene_node.js.map +1 -1
- package/dist/scene/sprite.js +18 -0
- package/dist/scene/sprite.js.map +1 -0
- package/dist/scene/sprite3d.js +18 -0
- package/dist/scene/sprite3d.js.map +1 -0
- 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 +604 -0
- package/dist/scene/terrain-cm/grass.js.map +1 -0
- package/dist/scene/terrain-cm/grassmaterial.js +162 -0
- package/dist/scene/terrain-cm/grassmaterial.js.map +1 -0
- package/dist/scene/terrain-cm/terrain-cm.js +550 -0
- package/dist/scene/terrain-cm/terrain-cm.js.map +1 -0
- package/dist/scene/water.js +383 -0
- package/dist/scene/water.js.map +1 -0
- package/dist/shaders/atmosphere.js +945 -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 +32 -14
- 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 +40 -0
- package/dist/shadow/shader.js.map +1 -0
- package/dist/shadow/shadow_impl.js.map +1 -1
- package/dist/shadow/shadowmapper.js +73 -44
- 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 +187 -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 +121 -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 +255 -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
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{"version":3,"file":"pbrspecularglossness.js","sources":["../../../../src/material/mixins/lightmodel/pbrspecularglossness.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\nimport { applyMaterialMixins } from '../../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from '../texture';\r\nimport { mixinTextureProps } from '../texture';\r\nimport type { IMixinPBRCommon } from '../pbr/common';\r\nimport { mixinPBRCommon } from '../pbr/common';\r\nimport type { DrawContext } from '../../../render';\r\nimport type { Immutable } from '@zephyr3d/base';\r\nimport { Vector3 } from '@zephyr3d/base';\r\nimport type { IMixinLight } from '../lit';\r\nimport { mixinLight } from '../lit';\r\nimport { ShaderHelper } from '../../shader/helper';\r\nimport { MaterialVaryingFlags } from '../../../values';\r\n\r\n/**\r\n * Interface for PBRSpecularGlossiness mixin\r\n * @public\r\n */\r\nexport type IMixinPBRSpecularGlossiness = {\r\n specularFactor: Vector3;\r\n glossinessFactor: number;\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n TBN: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n albedo: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n TBN: PBShaderExp,\r\n data: PBShaderExp\r\n ): void;\r\n} & IMixinPBRCommon &\r\n IMixinLight &\r\n TextureMixinInstanceTypes<['specular']>;\r\n\r\n/**\r\n * PBRSpecularGlossiness mixin\r\n *\r\n * @param BaseCls - Base class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nexport function mixinPBRSpecularGlossness<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrSpecularGlossnessMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRSpecularGlossiness };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinPBRCommon, mixinLight, mixinTextureProps('specular'));\r\n const SPECULAR_FACTOR_UNFORM = S.defineInstanceUniform('specularFactor', 'rgb', 'SpecularFactor');\r\n const GLOSSINESS_FACTOR_UNIFORM = S.defineInstanceUniform('glossinessFactor', 'float', 'GlossinessFactor');\r\n return class extends S {\r\n static readonly pbrSpecularGlossnessMixed = true;\r\n private readonly _specularFactor: Vector3;\r\n private _glossinessFactor: number;\r\n constructor() {\r\n super();\r\n this._specularFactor = Vector3.one();\r\n this._glossinessFactor = 1;\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.specularFactor = other.specularFactor;\r\n this.glossinessFactor = other.glossinessFactor;\r\n }\r\n get specularFactor(): Immutable<Vector3> {\r\n return this._specularFactor;\r\n }\r\n set specularFactor(val: Immutable<Vector3>) {\r\n if (!val.equalsTo(this._specularFactor)) {\r\n this._specularFactor.set(val);\r\n this.uniformChanged();\r\n }\r\n }\r\n get glossinessFactor() {\r\n return this._glossinessFactor;\r\n }\r\n set glossinessFactor(val) {\r\n if (val !== this._glossinessFactor) {\r\n this._glossinessFactor = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n vertexShader(scope: PBFunctionScope) {\r\n super.vertexShader(scope);\r\n if (this.needFragmentColor() && this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING) {\r\n scope.$outputs.zSpecularFactor = this.getInstancedUniform(scope, SPECULAR_FACTOR_UNFORM);\r\n scope.$outputs.zGlossinessFactor = this.getInstancedUniform(scope, GLOSSINESS_FACTOR_UNIFORM);\r\n }\r\n }\r\n fragmentShader(scope: PBFunctionScope) {\r\n super.fragmentShader(scope);\r\n if (this.needFragmentColor() && !(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n const pb = scope.$builder;\r\n scope.zSpecularFactor = pb.vec3().uniform(2);\r\n scope.zGlossinessFactor = pb.float().uniform(2);\r\n }\r\n }\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (this.needFragmentColor(ctx) && !(ctx.materialFlags & MaterialVaryingFlags.INSTANCING)) {\r\n bindGroup.setValue('zSpecularFactor', this._specularFactor);\r\n bindGroup.setValue('zGlossinessFactor', this._glossinessFactor);\r\n }\r\n }\r\n PBRLight(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n albedo: PBShaderExp,\r\n TBN: PBShaderExp,\r\n outRoughness?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_PBRSpecularGlossinessLight';\r\n const that = this;\r\n pb.func(\r\n funcName,\r\n [\r\n pb.vec3('worldPos'),\r\n pb.vec3('normal'),\r\n pb.mat3('TBN'),\r\n pb.vec3('viewVec'),\r\n pb.vec4('albedo'),\r\n ...(outRoughness ? [pb.vec4('outRoughness').out()] : [])\r\n ],\r\n function () {\r\n this.$l.pbrData = that.getCommonData(this, this.albedo, this.normal, this.viewVec, this.TBN);\r\n this.$l.lightingColor = pb.vec3(0);\r\n this.$l.emissiveColor = that.calculateEmissiveColor(this);\r\n if (outRoughness) {\r\n that.indirectLighting(\r\n this,\r\n this.normal,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor,\r\n this.outRoughness\r\n );\r\n } else {\r\n that.indirectLighting(this, this.normal, this.viewVec, this.pbrData, this.lightingColor);\r\n }\r\n that.forEachLight(this, function (type, posRange, dirCutoff, colorIntensity, shadow) {\r\n this.$l.diffuse = pb.vec3();\r\n this.$l.specular = pb.vec3();\r\n this.$l.lightAtten = that.calculateLightAttenuation(\r\n this,\r\n type,\r\n this.worldPos,\r\n posRange,\r\n dirCutoff\r\n );\r\n this.$l.lightDir = that.calculateLightDirection(this, type, this.worldPos, posRange, dirCutoff);\r\n this.$l.NoL = pb.clamp(pb.dot(this.normal, this.lightDir), 0, 1);\r\n this.$l.lightColor = pb.mul(colorIntensity.rgb, colorIntensity.a, this.lightAtten, this.NoL);\r\n if (shadow) {\r\n this.lightColor = pb.mul(this.lightColor, that.calculateShadow(this, this.worldPos, this.NoL));\r\n }\r\n that.directLighting(\r\n this,\r\n this.lightDir,\r\n this.lightColor,\r\n this.normal,\r\n this.viewVec,\r\n this.pbrData,\r\n this.lightingColor\r\n );\r\n });\r\n this.$return(pb.add(this.lightingColor, this.emissiveColor));\r\n }\r\n );\r\n return (\r\n outRoughness\r\n ? pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo, outRoughness)\r\n : pb.getGlobalScope()[funcName](worldPos, normal, TBN, viewVec, albedo)\r\n ) as PBShaderExp;\r\n }\r\n calculateCommonData(\r\n scope: PBInsideFunctionScope,\r\n albedo: PBShaderExp,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp,\r\n TBN: PBShaderExp,\r\n data: PBShaderExp\r\n ) {\r\n super.calculateCommonData(scope, albedo, normal, viewVec, TBN, data);\r\n const pb = scope.$builder;\r\n const instancing = !!(this.drawContext.materialFlags & MaterialVaryingFlags.INSTANCING);\r\n const specularFactor = instancing ? scope.$inputs.zSpecularFactor : scope.zSpecularFactor;\r\n const glossinessFactor = instancing ? scope.$inputs.zGlossinessFactor : scope.zGlossinessFactor;\r\n if (this.specularTexture) {\r\n scope.$l.specularTextureSample = this.sampleSpecularTexture(scope);\r\n data.roughness = pb.sub(1, pb.mul(glossinessFactor, scope.specularTextureSample.a));\r\n data.f0 = pb.vec4(pb.mul(scope.specularTextureSample.rgb, specularFactor), this.getF0(scope).a);\r\n } else {\r\n data.roughness = pb.sub(1, glossinessFactor);\r\n data.f0 = pb.vec4(specularFactor, this.getF0(scope).a);\r\n }\r\n data.roughness = pb.mul(data.roughness, ShaderHelper.getCameraRoughnessFactor(scope));\r\n data.metallic = pb.max(pb.max(data.f0.r, data.f0.g), data.f0.b);\r\n data.diffuse = pb.vec4(pb.mul(albedo.rgb, pb.sub(1, data.metallic)), albedo.a);\r\n data.specularWeight = 1;\r\n data.f90 = pb.vec3(1);\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinPBRSpecularGlossiness 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@@ -24,6 +24,12 @@ import { ShaderHelper } from '../shader/helper.js';
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this._normalScale = 1;
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this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);
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+
copyFrom(other) {
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super.copyFrom(other);
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this.normalScale = other.normalScale;
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this.normalMapMode = other.normalMapMode;
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}
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get normalScale() {
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return this._normalScale;
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}
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@@ -110,6 +116,12 @@ import { ShaderHelper } from '../shader/helper.js';
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return pb.getGlobalScope()[funcName](...args);
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}
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/**
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* Normal scale uniform
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* @return Normal scale uniform
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*/ getUniformNormalScale(scope) {
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return scope.zNormalScale;
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}
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/**
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* Calculate the normal vector for current fragment
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*
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* @param scope - The shader scope
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@@ -197,7 +209,7 @@ import { ShaderHelper } from '../shader/helper.js';
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this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));
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this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
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this.$l.b = pb.cross(this.ng, this.t);
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if (that.doubleSidedLighting) {
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if (that.doubleSidedLighting && that.cullMode !== 'back') {
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this.$if(pb.not(this.$builtins.frontFacing), function() {
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this.t = pb.mul(this.t, -1);
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this.b = pb.mul(this.b, -1);
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@@ -216,7 +228,7 @@ import { ShaderHelper } from '../shader/helper.js';
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this.$l.ng = pb.normalize(this.worldNormal);
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this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));
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this.$l.b = pb.cross(this.ng, this.t);
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-
if (that.doubleSidedLighting) {
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+
if (that.doubleSidedLighting && that.cullMode !== 'back') {
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this.$if(pb.not(this.$builtins.frontFacing), function() {
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this.t = pb.mul(this.t, -1);
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this.b = pb.mul(this.b, -1);
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@@ -228,7 +240,7 @@ import { ShaderHelper } from '../shader/helper.js';
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240
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this.$l.ng = pb.normalize(this.worldNormal);
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241
|
this.$l.t = pb.normalize(this.worldTangent);
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230
242
|
this.$l.b = pb.normalize(this.worldBinormal);
|
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231
|
-
if (that.doubleSidedLighting) {
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243
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+
if (that.doubleSidedLighting && that.cullMode !== 'back') {
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232
244
|
this.$if(pb.not(this.$builtins.frontFacing), function() {
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245
|
this.t = pb.mul(this.t, -1);
|
|
234
246
|
this.b = pb.mul(this.b, -1);
|
|
@@ -369,9 +381,9 @@ import { ShaderHelper } from '../shader/helper.js';
|
|
|
369
381
|
return;
|
|
370
382
|
}
|
|
371
383
|
if (that.drawContext.currentShadowLight) {
|
|
372
|
-
const posRange =
|
|
373
|
-
const dirCutoff =
|
|
374
|
-
const colorIntensity =
|
|
384
|
+
const posRange = scope.light.positionAndRange;
|
|
385
|
+
const dirCutoff = scope.light.directionAndCutoff;
|
|
386
|
+
const colorIntensity = scope.light.diffuseAndIntensity;
|
|
375
387
|
scope.$scope(function() {
|
|
376
388
|
const lightType = scope.$choice(pb.lessThan(posRange.w, 0), pb.int(LIGHT_TYPE_DIRECTIONAL), scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT)));
|
|
377
389
|
callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);
|
|
@@ -381,7 +393,7 @@ import { ShaderHelper } from '../shader/helper.js';
|
|
|
381
393
|
const countParams = ShaderHelper.getCountParams(this);
|
|
382
394
|
this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);
|
|
383
395
|
this.$l.clusterIndex = pb.add(this.cluster.x, pb.mul(this.cluster.y, countParams.x), pb.mul(this.cluster.z, countParams.x, countParams.y));
|
|
384
|
-
this.$l.texSize =
|
|
396
|
+
this.$l.texSize = scope.light.lightIndexTexSize;
|
|
385
397
|
if (pb.getDevice().type === 'webgl') {
|
|
386
398
|
this.$l.texCoordX = pb.div(pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5), pb.float(this.texSize.x));
|
|
387
399
|
this.$l.texCoordY = pb.div(pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5), pb.float(this.texSize.y));
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"lit.js","sources":[],"sourcesContent":[],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;"}
|
|
1
|
+
{"version":3,"file":"lit.js","sources":["../../../src/material/mixins/lit.ts"],"sourcesContent":["import type { BindGroup, PBFunctionScope, PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport {\r\n LIGHT_TYPE_DIRECTIONAL,\r\n LIGHT_TYPE_POINT,\r\n LIGHT_TYPE_SPOT,\r\n RENDER_PASS_TYPE_LIGHT\r\n} from '../../values';\r\nimport type { DrawContext } from '../../render';\r\nimport type { MeshMaterial } from '../meshmaterial';\r\nimport { applyMaterialMixins } from '../meshmaterial';\r\nimport type { TextureMixinInstanceTypes } from './texture';\r\nimport { mixinTextureProps } from './texture';\r\nimport type { IMixinAlbedoColor } from './albedocolor';\r\nimport { mixinAlbedoColor } from './albedocolor';\r\nimport { ShaderHelper } from '../shader/helper';\r\n\r\n/**\r\n * Interface for light mixin\r\n * @public\r\n */\r\nexport type IMixinLight = {\r\n normalScale: number;\r\n normalMapMode: 'tangent-space' | 'object-space';\r\n doubleSidedLighting: boolean;\r\n needCalculateEnvLight(): boolean;\r\n getUniformNormalScale(scope: PBInsideFunctionScope): PBShaderExp;\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp): PBShaderExp;\r\n getEnvLightRadiance(\r\n scope: PBInsideFunctionScope,\r\n reflectVec: PBShaderExp,\r\n roughness: PBShaderExp\r\n ): PBShaderExp;\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp): PBShaderExp;\r\n calculateReflectionVector(\r\n scope: PBInsideFunctionScope,\r\n normal: PBShaderExp,\r\n viewVec: PBShaderExp\r\n ): PBShaderExp;\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ): PBShaderExp;\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp): PBShaderExp;\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ): void;\r\n} & TextureMixinInstanceTypes<['normal']> &\r\n IMixinAlbedoColor;\r\n\r\n/**\r\n * Light mixin\r\n * @param BaseCls - class to mix in\r\n * @returns Mixed class\r\n * @public\r\n */\r\nexport function mixinLight<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).lightMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinLight };\r\n }\r\n const S = applyMaterialMixins(BaseCls, mixinAlbedoColor, mixinTextureProps('normal'));\r\n let FEATURE_DOUBLE_SIDED_LIGHTING = 0;\r\n let FEATURE_OBJECT_SPACE_NORMALMAP = 0;\r\n const cls = class extends S {\r\n static readonly lightMixed = true;\r\n private _normalScale: number;\r\n constructor() {\r\n super();\r\n this._normalScale = 1;\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, true);\r\n }\r\n copyFrom(other: this) {\r\n super.copyFrom(other);\r\n this.normalScale = other.normalScale;\r\n this.normalMapMode = other.normalMapMode;\r\n this.doubleSidedLighting = other.doubleSidedLighting;\r\n }\r\n get normalScale() {\r\n return this._normalScale;\r\n }\r\n set normalScale(val) {\r\n if (val !== this._normalScale) {\r\n this._normalScale = val;\r\n this.uniformChanged();\r\n }\r\n }\r\n get normalMapMode() {\r\n return this.featureUsed<'tangent-space' | 'object-space'>(FEATURE_OBJECT_SPACE_NORMALMAP);\r\n }\r\n set normalMapMode(val) {\r\n this.useFeature(FEATURE_OBJECT_SPACE_NORMALMAP, val);\r\n }\r\n /** true if double sided lighting is used */\r\n get doubleSidedLighting() {\r\n return this.featureUsed<boolean>(FEATURE_DOUBLE_SIDED_LIGHTING);\r\n }\r\n set doubleSidedLighting(val) {\r\n this.useFeature(FEATURE_DOUBLE_SIDED_LIGHTING, !!val);\r\n }\r\n /**\r\n * Calculates the normalized vector from world coordinates to the viewpoint.\r\n *\r\n * @param scope - Shader scope\r\n *\r\n * @returns The view vector\r\n */\r\n calculateViewVector(scope: PBInsideFunctionScope, worldPos: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.normalize(pb.sub(ShaderHelper.getCameraPosition(scope), worldPos.xyz));\r\n }\r\n /**\r\n * Calculate the reflection vector of the view vector with respect to the normal.\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Surface normal\r\n * @param viewVec - The view vector\r\n * @returns The reflection vector\r\n */\r\n calculateReflectionVector(scope: PBInsideFunctionScope, normal: PBShaderExp, viewVec: PBShaderExp) {\r\n const pb = scope.$builder;\r\n return pb.reflect(pb.neg(viewVec), normal);\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n * @param scope - The shader scope\r\n * @returns Normal vector for current fragment\r\n */\r\n calculateNormal(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormal';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(normalTex));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(pb.normalize(pb.mul(this.TBN, normalTex)));\r\n }\r\n } else {\r\n this.$return(this.TBN[2]);\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Normal scale uniform\r\n * @return Normal scale uniform\r\n */\r\n getUniformNormalScale(scope: PBInsideFunctionScope) {\r\n return scope.zNormalScale as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the normal vector for current fragment\r\n *\r\n * @param scope - The shader scope\r\n * @returns Structure that contains normal vector and TBN matrix\r\n */\r\n calculateNormalAndTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const NormalStruct = pb.defineStruct([pb.mat3('TBN'), pb.vec3('normal')]);\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateNormalAndTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = that.calculateTBN(\r\n this,\r\n this.worldPos,\r\n this.worldNormal,\r\n this.worldTangent,\r\n this.worldBinormal\r\n );\r\n if (that.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && that.normalTexture) {\r\n if (that.normalMapMode === 'object-space') {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(normalTex)));\r\n } else {\r\n const pixel = pb.sub(\r\n pb.mul(pb.textureSample(that.getNormalTextureUniform(this), this.uv).rgb, 2),\r\n pb.vec3(1)\r\n );\r\n const normalTex = pb.mul(pixel, pb.vec3(pb.vec3(this.zNormalScale).xx, 1));\r\n this.$return(NormalStruct(this.TBN, pb.normalize(pb.mul(this.TBN, normalTex))));\r\n }\r\n } else {\r\n this.$return(NormalStruct(this.TBN, this.TBN[2]));\r\n }\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * Calculate the TBN matrix\r\n *\r\n * @param scope - The shader scope\r\n * @returns TBN matrix\r\n */\r\n calculateTBN(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n worldNormal?: PBShaderExp,\r\n worldTangent?: PBShaderExp,\r\n worldBinormal?: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n const args: PBShaderExp[] = [worldPos.xyz];\r\n const params: PBShaderExp[] = [pb.vec3('worldPos')];\r\n let funcName = 'Z_calculateTBN';\r\n if (worldNormal) {\r\n params.push(pb.vec3('worldNormal'));\r\n args.push(worldNormal);\r\n funcName += '_N';\r\n if (worldTangent && worldBinormal) {\r\n params.push(pb.vec3('worldTangent'), pb.vec3('worldBinormal'));\r\n args.push(worldTangent, worldBinormal);\r\n funcName += '_T';\r\n }\r\n }\r\n pb.func(funcName, params, function () {\r\n const posW = this.worldPos;\r\n this.$l.uv = that.normalTexture\r\n ? (that.getNormalTexCoord(this) ?? pb.vec2(0))\r\n : that.albedoTexture\r\n ? (that.getAlbedoTexCoord(this) ?? pb.vec2(0))\r\n : pb.vec2(0);\r\n this.$l.TBN = pb.mat3();\r\n if (!worldNormal) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(pb.cross(pb.dpdx(posW), pb.dpdy(posW)));\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else if (!worldTangent) {\r\n this.$l.uv_dx = pb.dpdx(pb.vec3(this.uv, 0));\r\n this.$l.uv_dy = pb.dpdy(pb.vec3(this.uv, 0));\r\n this.$if(\r\n pb.lessThanEqual(pb.add(pb.length(this.uv_dx), pb.length(this.uv_dy)), 0.000001),\r\n function () {\r\n this.uv_dx = pb.vec3(1, 0, 0);\r\n this.uv_dy = pb.vec3(0, 1, 0);\r\n }\r\n );\r\n this.$l.t_ = pb.div(\r\n pb.sub(pb.mul(pb.dpdx(posW), this.uv_dy.y), pb.mul(pb.dpdy(posW), this.uv_dx.y)),\r\n pb.sub(pb.mul(this.uv_dx.x, this.uv_dy.y), pb.mul(this.uv_dx.y, this.uv_dy.x))\r\n );\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(pb.sub(this.t_, pb.mul(this.ng, pb.dot(this.ng, this.t_))));\r\n this.$l.b = pb.cross(this.ng, this.t);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n } else {\r\n this.$l.ng = pb.normalize(this.worldNormal);\r\n this.$l.t = pb.normalize(this.worldTangent);\r\n this.$l.b = pb.normalize(this.worldBinormal);\r\n if (that.doubleSidedLighting && that.cullMode !== 'back') {\r\n this.$if(pb.not(this.$builtins.frontFacing), function () {\r\n this.t = pb.mul(this.t, -1);\r\n this.b = pb.mul(this.b, -1);\r\n this.ng = pb.mul(this.ng, -1);\r\n });\r\n }\r\n this.TBN = pb.mat3(this.t, this.b, this.ng);\r\n }\r\n this.$return(this.TBN);\r\n });\r\n return pb.getGlobalScope()[funcName](...args) as PBShaderExp;\r\n }\r\n /**\r\n * {@inheritDoc MeshMaterial.applyUniformsValues}\r\n * @override\r\n */\r\n applyUniformValues(bindGroup: BindGroup, ctx: DrawContext, pass: number) {\r\n super.applyUniformValues(bindGroup, ctx, pass);\r\n if (ctx.renderPass!.type === RENDER_PASS_TYPE_LIGHT) {\r\n if (this.normalTexture) {\r\n bindGroup.setValue('zNormalScale', this._normalScale);\r\n }\r\n }\r\n }\r\n /**\r\n * Check if the environment lighting should be calculated.\r\n *\r\n * @returns true Environment lighting should be calculated, otherwise false\r\n */\r\n needCalculateEnvLight() {\r\n return this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && this.drawContext.drawEnvLight;\r\n }\r\n /**\r\n * Get irradiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param normal - Fragment normal vector\r\n *\r\n * @returns Irradiance of current environment light of type vec3\r\n */\r\n getEnvLightIrradiance(scope: PBInsideFunctionScope, normal: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightIrradiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasIrradiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getIrradiance(scope, normal).rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Get Radiance of current environment light\r\n *\r\n * @param scope - Shader scope\r\n * @param reflectVec - The reflection vector\r\n * @param roughness - Roughness value of current fragment\r\n *\r\n * @returns Radiance of current environment light of type vec3\r\n */\r\n getEnvLightRadiance(scope: PBInsideFunctionScope, reflectVec: PBShaderExp, roughness: PBShaderExp) {\r\n if (!this.needCalculateEnvLight()) {\r\n console.warn('getEnvLightRadiance(): No need to calculate environment lighting');\r\n return scope.$builder.vec3(0);\r\n }\r\n return this.drawContext.env!.light.envLight.hasRadiance()\r\n ? (scope.$builder.mul(\r\n this.drawContext.env!.light.envLight.getRadiance(scope, reflectVec, roughness)!.rgb,\r\n ShaderHelper.getEnvLightStrength(scope)\r\n ) as PBShaderExp)\r\n : scope.$builder.vec3(0);\r\n }\r\n /**\r\n * Checks if shadow should be computed\r\n *\r\n * @returns true if shadow should be computed, other wise false\r\n */\r\n protected needCalculateShadow() {\r\n return (\r\n this.drawContext.renderPass!.type === RENDER_PASS_TYPE_LIGHT && !!this.drawContext.currentShadowLight\r\n );\r\n }\r\n /**\r\n * Calculates shadow of current fragment\r\n *\r\n * @param scope - Shader scope\r\n * @param NoL - NdotL vector\r\n * @returns Shadow of current fragment, 1 means no shadow and 0 means full shadowed.\r\n */\r\n calculateShadow(scope: PBInsideFunctionScope, worldPos: PBShaderExp, NoL: PBShaderExp) {\r\n const pb = scope.$builder;\r\n if (!this.needCalculateShadow()) {\r\n console.warn('calculateShadow(): No need to calculate shadow');\r\n return pb.float(1);\r\n }\r\n return ShaderHelper.calculateShadow(scope, worldPos, NoL, this.drawContext);\r\n }\r\n private getClusterIndex(scope: PBInsideFunctionScope, fragCoord: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'lm_getClusterIndex';\r\n pb.func(funcName, [pb.vec3('fragCoord')], function () {\r\n const clusterParams = ShaderHelper.getClusterParams(this);\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.zTile = pb.int(\r\n pb.max(\r\n pb.add(\r\n pb.mul(pb.log2(ShaderHelper.nonLinearDepthToLinear(this, this.fragCoord.z)), clusterParams.z),\r\n clusterParams.w\r\n ),\r\n 0\r\n )\r\n );\r\n this.$l.f = pb.vec2(this.fragCoord.x, pb.sub(clusterParams.y, pb.add(this.fragCoord.y, 1)));\r\n this.$l.xyTile = pb.ivec2(pb.div(this.f, pb.div(clusterParams.xy, pb.vec2(countParams.xy))));\r\n this.$return(pb.ivec3(this.xyTile, this.zTile));\r\n });\r\n return pb.getGlobalScope()[funcName](fragCoord);\r\n }\r\n protected calculatePointLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculatePointLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$return(pb.mul(this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange);\r\n }\r\n protected calculateSpotLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_calculateSpotLightAttenuation';\r\n pb.func(funcName, [pb.vec3('worldPos'), pb.vec4('posRange'), pb.vec4('dirCutoff')], function () {\r\n this.$l.dist = pb.distance(this.posRange.xyz, this.worldPos);\r\n this.$l.falloff = pb.max(0, pb.sub(1, pb.div(this.dist, this.posRange.w)));\r\n this.$l.spotFactor = pb.dot(\r\n pb.normalize(pb.sub(this.worldPos, this.posRange.xyz)),\r\n this.dirCutoff.xyz\r\n );\r\n this.spotFactor = pb.smoothStep(this.dirCutoff.w, pb.mix(this.dirCutoff.w, 1, 0.5), this.spotFactor);\r\n this.$return(pb.mul(this.spotFactor, this.falloff, this.falloff));\r\n });\r\n return pb.getGlobalScope()[funcName](worldPos, posRange, dirCutoff);\r\n }\r\n calculateLightAttenuation(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.float(1),\r\n scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_POINT),\r\n this.calculatePointLightAttenuation(scope, worldPos.xyz, posRange),\r\n this.calculateSpotLightAttenuation(scope, worldPos.xyz, posRange, dirCutoff)\r\n )\r\n );\r\n }\r\n calculateLightDirection(\r\n scope: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n worldPos: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n return scope.$choice(\r\n pb.equal(type, LIGHT_TYPE_DIRECTIONAL),\r\n pb.neg(dirCutoff.xyz),\r\n pb.normalize(pb.sub(posRange.xyz, worldPos.xyz))\r\n );\r\n }\r\n forEachLight(\r\n scope: PBInsideFunctionScope,\r\n callback: (\r\n this: PBInsideFunctionScope,\r\n type: PBShaderExp,\r\n posRange: PBShaderExp,\r\n dirCutoff: PBShaderExp,\r\n colorIntensity: PBShaderExp,\r\n shadow: boolean\r\n ) => void\r\n ) {\r\n const pb = scope.$builder;\r\n const that = this;\r\n if (that.drawContext.renderPass!.type !== RENDER_PASS_TYPE_LIGHT) {\r\n console.warn('LitMaterial.forEachLight(): must be called in forward render pass');\r\n return;\r\n }\r\n if (that.drawContext.currentShadowLight) {\r\n const posRange = scope.light.positionAndRange;\r\n const dirCutoff = scope.light.directionAndCutoff;\r\n const colorIntensity = scope.light.diffuseAndIntensity;\r\n scope.$scope(function () {\r\n const lightType = scope.$choice(\r\n pb.lessThan(posRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n scope.$choice(pb.lessThan(dirCutoff.w, 0), pb.int(LIGHT_TYPE_POINT), pb.int(LIGHT_TYPE_SPOT))\r\n );\r\n callback.call(this, lightType, posRange, dirCutoff, colorIntensity, true);\r\n });\r\n } else {\r\n scope.$scope(function () {\r\n const countParams = ShaderHelper.getCountParams(this);\r\n this.$l.cluster = that.getClusterIndex(this, this.$builtins.fragCoord.xyz);\r\n this.$l.clusterIndex = pb.add(\r\n this.cluster.x,\r\n pb.mul(this.cluster.y, countParams.x),\r\n pb.mul(this.cluster.z, countParams.x, countParams.y)\r\n );\r\n this.$l.texSize = scope.light.lightIndexTexSize;\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$l.texCoordX = pb.div(\r\n pb.add(pb.mod(pb.float(this.clusterIndex), pb.float(this.texSize.x)), 0.5),\r\n pb.float(this.texSize.x)\r\n );\r\n this.$l.texCoordY = pb.div(\r\n pb.add(pb.float(pb.div(this.clusterIndex, this.texSize.x)), 0.5),\r\n pb.float(this.texSize.y)\r\n );\r\n this.$l.samp = pb.textureSample(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.vec2(this.texCoordX, this.texCoordY)\r\n );\r\n } else {\r\n this.$l.texCoordX = pb.mod(this.clusterIndex, this.texSize.x);\r\n this.$l.texCoordY = pb.div(this.clusterIndex, this.texSize.x);\r\n this.$l.samp = pb.textureLoad(\r\n ShaderHelper.getClusteredLightIndexTexture(this),\r\n pb.ivec2(this.texCoordX, this.texCoordY),\r\n 0\r\n );\r\n }\r\n if (pb.getDevice().type === 'webgl') {\r\n this.$for(pb.int('i'), 0, 4, function () {\r\n this.$l.k = this.samp.at(this.i);\r\n this.$l.lights = pb.int[2]();\r\n this.$l.lights[0] = pb.int(pb.mod(this.k, 256));\r\n this.$l.lights[1] = pb.int(pb.div(this.k, 256));\r\n this.$for(pb.int('k'), 0, 2, function () {\r\n this.$l.li = this.lights.at(this.k);\r\n this.$if(pb.greaterThan(this.li, 0), function () {\r\n this.$for(pb.int('j'), 1, 256, function () {\r\n this.$if(pb.equal(this.j, this.li), function () {\r\n this.$l.positionRange = ShaderHelper.getLightPositionAndRange(this, this.j);\r\n this.$l.directionCutoff = ShaderHelper.getLightDirectionAndCutoff(this, this.j);\r\n this.$l.diffuseIntensity = ShaderHelper.getLightColorAndIntensity(this, this.j);\r\n this.$l.lightType = this.$choice(\r\n pb.lessThan(this.positionRange.w, 0),\r\n pb.int(LIGHT_TYPE_DIRECTIONAL),\r\n this.$choice(\r\n pb.lessThan(this.directionCutoff.w, 0),\r\n pb.int(LIGHT_TYPE_POINT),\r\n pb.int(LIGHT_TYPE_SPOT)\r\n )\r\n );\r\n this.$scope(function () {\r\n callback.call(\r\n this,\r\n this.lightType,\r\n this.positionRange,\r\n this.directionCutoff,\r\n this.diffuseIntensity,\r\n false\r\n );\r\n });\r\n this.$break();\r\n });\r\n });\r\n });\r\n });\r\n });\r\n } else {\r\n this.$for(pb.uint('i'), 0, 4, function () {\r\n this.$for(pb.uint('k'), 0, 4, function () {\r\n this.$l.c = pb.compAnd(pb.sar(this.samp.at(this.i), pb.mul(this.k, 8)), 0xff);\r\n 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@@ -0,0 +1,134 @@
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1
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+
/**
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2
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+
* PBR common stuff mixin
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3
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+
* @param BaseCls - Class to mix in
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+
* @returns Mixed class
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5
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+
*
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6
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+
* @public
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7
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+
*/ function mixinPBRBRDF(BaseCls) {
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8
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+
if (BaseCls.pbrBRDFMixed) {
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9
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+
return BaseCls;
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10
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+
}
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11
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+
const cls = class extends BaseCls {
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12
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+
static pbrBRDFMixed = true;
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13
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+
fresnel0ToIor(scope, fresnel0) {
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14
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+
const pb = scope.$builder;
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15
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+
const funcName = 'Z_fresnel0ToIor';
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16
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+
pb.func(funcName, [
|
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17
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+
pb.vec3('fresnel0')
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18
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+
], function() {
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19
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+
this.$l.sqrtF0 = pb.sqrt(this.fresnel0);
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20
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+
this.$return(pb.div(pb.add(this.sqrtF0, pb.vec3(1)), pb.sub(pb.vec3(1), this.sqrtF0)));
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21
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+
});
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22
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+
return pb.getGlobalScope()[funcName](fresnel0);
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23
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+
}
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24
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+
iorToFresnel0v(scope, transmittedIor, incidentIor) {
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25
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+
const pb = scope.$builder;
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26
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+
const funcName = 'Z_iorToFresnel0v';
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27
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+
pb.func(funcName, [
|
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28
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+
pb.vec3('transmittedIor'),
|
|
29
|
+
pb.float('incidentIor')
|
|
30
|
+
], function() {
|
|
31
|
+
this.$l.t = pb.div(pb.sub(this.transmittedIor, pb.vec3(this.incidentIor)), pb.add(this.transmittedIor, pb.vec3(this.incidentIor)));
|
|
32
|
+
this.$return(pb.mul(this.t, this.t));
|
|
33
|
+
});
|
|
34
|
+
return pb.getGlobalScope()[funcName](transmittedIor, incidentIor);
|
|
35
|
+
}
|
|
36
|
+
iorToFresnel0(scope, transmittedIor, incidentIor) {
|
|
37
|
+
const pb = scope.$builder;
|
|
38
|
+
const funcName = 'Z_iorToFresnel0';
|
|
39
|
+
pb.func(funcName, [
|
|
40
|
+
pb.float('transmittedIor'),
|
|
41
|
+
pb.float('incidentIor')
|
|
42
|
+
], function() {
|
|
43
|
+
this.$l.t = pb.div(pb.sub(this.transmittedIor, this.incidentIor), pb.add(this.transmittedIor, this.incidentIor));
|
|
44
|
+
this.$return(pb.mul(this.t, this.t));
|
|
45
|
+
});
|
|
46
|
+
return pb.getGlobalScope()[funcName](transmittedIor, incidentIor);
|
|
47
|
+
}
|
|
48
|
+
evalSensitivity(scope, OPD, shift) {
|
|
49
|
+
const pb = scope.$builder;
|
|
50
|
+
const funcName = 'Z_evalSensitivity';
|
|
51
|
+
pb.func(funcName, [
|
|
52
|
+
pb.float('OPD'),
|
|
53
|
+
pb.vec3('shift')
|
|
54
|
+
], function() {
|
|
55
|
+
this.$l.phase = pb.mul(Math.PI * 2, this.OPD, 1e-9);
|
|
56
|
+
this.$l.val = pb.vec3(5.4856e-13, 4.4201e-13, 5.2481e-13);
|
|
57
|
+
this.$l.pos = pb.vec3(1.681e6, 1.7953e6, 2.2084e6);
|
|
58
|
+
this.$l.va = pb.vec3(4.3278e9, 9.3046e9, 6.6121e9);
|
|
59
|
+
this.$l.xyz = pb.mul(this.val, pb.sqrt(pb.mul(Math.PI * 2, this.va)), pb.cos(pb.add(pb.mul(this.pos, this.phase), this.shift)), pb.exp(pb.neg(pb.mul(this.phase, this.phase, this.va))));
|
|
60
|
+
this.xyz.x = pb.add(this.xyz.x, pb.mul(9.747e-14, Math.sqrt(Math.PI * 2 * 4.5282e9), pb.cos(pb.add(pb.mul(this.phase, 2.2399e6), this.shift.x)), pb.exp(pb.mul(-45282e5, this.phase, this.phase))));
|
|
61
|
+
this.xyz = pb.div(this.xyz, 1.0685e-7);
|
|
62
|
+
this.$return(pb.mul(pb.mat3(3.2404542, -0.969266, 0.0556434, -1.5371385, 1.8760108, -0.2040259, -0.4985314, 0.041556, 1.0572252), this.xyz));
|
|
63
|
+
});
|
|
64
|
+
return pb.getGlobalScope()[funcName](OPD, shift);
|
|
65
|
+
}
|
|
66
|
+
schlickToF0(scope, f, f90, VdotH) {
|
|
67
|
+
const pb = scope.$builder;
|
|
68
|
+
const funcName = 'Z_schlickToF0';
|
|
69
|
+
pb.func(funcName, [
|
|
70
|
+
pb.vec3('f'),
|
|
71
|
+
pb.vec3('f90'),
|
|
72
|
+
pb.float('VdotH')
|
|
73
|
+
], function() {
|
|
74
|
+
this.$l.x = pb.clamp(pb.sub(1, this.VdotH), 0, 1);
|
|
75
|
+
this.$l.x2 = pb.mul(this.x, this.x);
|
|
76
|
+
this.$l.x5 = pb.clamp(pb.mul(this.x, this.x2, this.x2), 0, 0.9999);
|
|
77
|
+
this.$return(pb.div(pb.sub(this.f, pb.mul(this.f90, this.x5)), pb.sub(1, this.x5)));
|
|
78
|
+
});
|
|
79
|
+
return pb.getGlobalScope()[funcName](f, f90, VdotH);
|
|
80
|
+
}
|
|
81
|
+
fresnelSchlick(scope, cosTheta, F0, F90) {
|
|
82
|
+
const pb = scope.$builder;
|
|
83
|
+
const funcName = 'Z_fresnelSchlick';
|
|
84
|
+
pb.func(funcName, [
|
|
85
|
+
pb.float('cosTheta'),
|
|
86
|
+
pb.vec3('f0'),
|
|
87
|
+
pb.vec3('f90')
|
|
88
|
+
], function() {
|
|
89
|
+
this.$return(pb.add(this.f0, pb.mul(pb.sub(this.f90, this.f0), pb.pow(pb.clamp(pb.sub(1, this.cosTheta), 0, 1), 5))));
|
|
90
|
+
});
|
|
91
|
+
return scope.$g[funcName](cosTheta, F0, F90);
|
|
92
|
+
}
|
|
93
|
+
distributionGGX(scope, NdotH, alphaRoughness) {
|
|
94
|
+
const pb = scope.$builder;
|
|
95
|
+
const funcName = 'Z_distributionGGX';
|
|
96
|
+
pb.func(funcName, [
|
|
97
|
+
pb.float('NdotH'),
|
|
98
|
+
pb.float('roughness')
|
|
99
|
+
], function() {
|
|
100
|
+
this.$l.a2 = pb.mul(this.roughness, this.roughness);
|
|
101
|
+
this.$l.NdotH2 = pb.mul(this.NdotH, this.NdotH);
|
|
102
|
+
this.$l.num = this.a2;
|
|
103
|
+
this.$l.denom = pb.add(pb.mul(this.NdotH2, pb.sub(this.a2, 1)), 1);
|
|
104
|
+
this.denom = pb.mul(pb.mul(3.14159265, this.denom), this.denom);
|
|
105
|
+
this.$return(pb.div(this.num, this.denom));
|
|
106
|
+
});
|
|
107
|
+
return scope.$g[funcName](NdotH, alphaRoughness);
|
|
108
|
+
}
|
|
109
|
+
visGGX(scope, NdotV, NdotL, alphaRoughness) {
|
|
110
|
+
const pb = scope.$builder;
|
|
111
|
+
const funcName = 'Z_visGGX';
|
|
112
|
+
pb.func(funcName, [
|
|
113
|
+
pb.float('NdotV'),
|
|
114
|
+
pb.float('NdotL'),
|
|
115
|
+
pb.float('roughness')
|
|
116
|
+
], function() {
|
|
117
|
+
this.$l.a = this.roughness;
|
|
118
|
+
this.$l.ggxV = pb.mul(this.NdotL, pb.sqrt(pb.add(pb.mul(this.NdotV, this.NdotV, pb.sub(1, this.a)), this.a)));
|
|
119
|
+
this.$l.ggxL = pb.mul(this.NdotV, pb.sqrt(pb.add(pb.mul(this.NdotL, this.NdotL, pb.sub(1, this.a)), this.a)));
|
|
120
|
+
this.$l.ggx = pb.add(this.ggxV, this.ggxL, 1e-5);
|
|
121
|
+
this.$if(pb.greaterThan(this.ggx, 0), function() {
|
|
122
|
+
this.$return(pb.div(0.5, this.ggx));
|
|
123
|
+
}).$else(function() {
|
|
124
|
+
this.$return(pb.float(0));
|
|
125
|
+
});
|
|
126
|
+
});
|
|
127
|
+
return scope.$g[funcName](NdotV, NdotL, alphaRoughness);
|
|
128
|
+
}
|
|
129
|
+
};
|
|
130
|
+
return cls;
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
export { mixinPBRBRDF };
|
|
134
|
+
//# sourceMappingURL=brdf.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"brdf.js","sources":["../../../../src/material/mixins/pbr/brdf.ts"],"sourcesContent":["import type { PBInsideFunctionScope, PBShaderExp } from '@zephyr3d/device';\r\nimport type { MeshMaterial } from '../../meshmaterial';\r\n\r\n/**\r\n * Interface for common PBR mixin\r\n *\r\n * @public\r\n */\r\nexport type IMixinPBRBRDF = {\r\n fresnelSchlick(\r\n scope: PBInsideFunctionScope,\r\n cosTheta: PBShaderExp,\r\n F0: PBShaderExp,\r\n F90: PBShaderExp\r\n ): PBShaderExp;\r\n distributionGGX(scope: PBInsideFunctionScope, NdotH: PBShaderExp, alphaRoughness: PBShaderExp): PBShaderExp;\r\n visGGX(\r\n scope: PBInsideFunctionScope,\r\n NdotV: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n alphaRoughness: PBShaderExp\r\n ): PBShaderExp;\r\n};\r\n\r\n/**\r\n * PBR common stuff mixin\r\n * @param BaseCls - Class to mix in\r\n * @returns Mixed class\r\n *\r\n * @public\r\n */\r\nexport function mixinPBRBRDF<T extends typeof MeshMaterial>(BaseCls: T) {\r\n if ((BaseCls as any).pbrBRDFMixed) {\r\n return BaseCls as T & { new (...args: any[]): IMixinPBRBRDF };\r\n }\r\n\r\n const cls = class extends (BaseCls as typeof MeshMaterial) {\r\n static readonly pbrBRDFMixed = true;\r\n fresnel0ToIor(scope: PBInsideFunctionScope, fresnel0: PBShaderExp): PBShaderExp {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_fresnel0ToIor';\r\n pb.func(funcName, [pb.vec3('fresnel0')], function () {\r\n this.$l.sqrtF0 = pb.sqrt(this.fresnel0);\r\n this.$return(pb.div(pb.add(this.sqrtF0, pb.vec3(1)), pb.sub(pb.vec3(1), this.sqrtF0)));\r\n });\r\n return pb.getGlobalScope()[funcName](fresnel0);\r\n }\r\n iorToFresnel0v(scope: PBInsideFunctionScope, transmittedIor: PBShaderExp, incidentIor: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_iorToFresnel0v';\r\n pb.func(funcName, [pb.vec3('transmittedIor'), pb.float('incidentIor')], function () {\r\n this.$l.t = pb.div(\r\n pb.sub(this.transmittedIor, pb.vec3(this.incidentIor)),\r\n pb.add(this.transmittedIor, pb.vec3(this.incidentIor))\r\n );\r\n this.$return(pb.mul(this.t, this.t));\r\n });\r\n return pb.getGlobalScope()[funcName](transmittedIor, incidentIor) as PBShaderExp;\r\n }\r\n iorToFresnel0(scope: PBInsideFunctionScope, transmittedIor: PBShaderExp, incidentIor: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_iorToFresnel0';\r\n pb.func(funcName, [pb.float('transmittedIor'), pb.float('incidentIor')], function () {\r\n this.$l.t = pb.div(\r\n pb.sub(this.transmittedIor, this.incidentIor),\r\n pb.add(this.transmittedIor, this.incidentIor)\r\n );\r\n this.$return(pb.mul(this.t, this.t));\r\n });\r\n return pb.getGlobalScope()[funcName](transmittedIor, incidentIor) as PBShaderExp;\r\n }\r\n evalSensitivity(scope: PBInsideFunctionScope, OPD: PBShaderExp, shift: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_evalSensitivity';\r\n pb.func(funcName, [pb.float('OPD'), pb.vec3('shift')], function () {\r\n this.$l.phase = pb.mul(Math.PI * 2, this.OPD, 1e-9);\r\n this.$l.val = pb.vec3(5.4856e-13, 4.4201e-13, 5.2481e-13);\r\n this.$l.pos = pb.vec3(1.681e6, 1.7953e6, 2.2084e6);\r\n this.$l.va = pb.vec3(4.3278e9, 9.3046e9, 6.6121e9);\r\n this.$l.xyz = pb.mul(\r\n this.val,\r\n pb.sqrt(pb.mul(Math.PI * 2, this.va)),\r\n pb.cos(pb.add(pb.mul(this.pos, this.phase), this.shift)),\r\n pb.exp(pb.neg(pb.mul(this.phase, this.phase, this.va)))\r\n );\r\n this.xyz.x = pb.add(\r\n this.xyz.x,\r\n pb.mul(\r\n 9.747e-14,\r\n Math.sqrt(Math.PI * 2 * 4.5282e9),\r\n pb.cos(pb.add(pb.mul(this.phase, 2.2399e6), this.shift.x)),\r\n pb.exp(pb.mul(-4.5282e9, this.phase, this.phase))\r\n )\r\n );\r\n this.xyz = pb.div(this.xyz, 1.0685e-7);\r\n this.$return(\r\n pb.mul(\r\n pb.mat3(\r\n 3.2404542,\r\n -0.969266,\r\n 0.0556434,\r\n -1.5371385,\r\n 1.8760108,\r\n -0.2040259,\r\n -0.4985314,\r\n 0.041556,\r\n 1.0572252\r\n ),\r\n this.xyz\r\n )\r\n );\r\n });\r\n return pb.getGlobalScope()[funcName](OPD, shift) as PBShaderExp;\r\n }\r\n schlickToF0(scope: PBInsideFunctionScope, f: PBShaderExp, f90: PBShaderExp, VdotH: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_schlickToF0';\r\n pb.func(funcName, [pb.vec3('f'), pb.vec3('f90'), pb.float('VdotH')], function () {\r\n this.$l.x = pb.clamp(pb.sub(1, this.VdotH), 0, 1);\r\n this.$l.x2 = pb.mul(this.x, this.x);\r\n this.$l.x5 = pb.clamp(pb.mul(this.x, this.x2, this.x2), 0, 0.9999);\r\n this.$return(pb.div(pb.sub(this.f, pb.mul(this.f90, this.x5)), pb.sub(1, this.x5)));\r\n });\r\n return pb.getGlobalScope()[funcName](f, f90, VdotH) as PBShaderExp;\r\n }\r\n fresnelSchlick(scope: PBInsideFunctionScope, cosTheta: PBShaderExp, F0: PBShaderExp, F90: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_fresnelSchlick';\r\n pb.func(funcName, [pb.float('cosTheta'), pb.vec3('f0'), pb.vec3('f90')], function () {\r\n this.$return(\r\n pb.add(\r\n this.f0,\r\n pb.mul(pb.sub(this.f90, this.f0), pb.pow(pb.clamp(pb.sub(1, this.cosTheta), 0, 1), 5))\r\n )\r\n );\r\n });\r\n return scope.$g[funcName](cosTheta, F0, F90) as PBShaderExp;\r\n }\r\n distributionGGX(scope: PBInsideFunctionScope, NdotH: PBShaderExp, alphaRoughness: PBShaderExp) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_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.$return(pb.div(this.num, this.denom));\r\n });\r\n return scope.$g[funcName](NdotH, alphaRoughness) as PBShaderExp;\r\n }\r\n visGGX(\r\n scope: PBInsideFunctionScope,\r\n NdotV: PBShaderExp,\r\n NdotL: PBShaderExp,\r\n alphaRoughness: PBShaderExp\r\n ) {\r\n const pb = scope.$builder;\r\n const funcName = 'Z_visGGX';\r\n pb.func(funcName, [pb.float('NdotV'), pb.float('NdotL'), pb.float('roughness')], function () {\r\n this.$l.a = this.roughness;\r\n this.$l.ggxV = pb.mul(\r\n this.NdotL,\r\n pb.sqrt(pb.add(pb.mul(this.NdotV, this.NdotV, pb.sub(1, this.a)), this.a))\r\n );\r\n this.$l.ggxL = pb.mul(\r\n this.NdotV,\r\n pb.sqrt(pb.add(pb.mul(this.NdotL, this.NdotL, pb.sub(1, this.a)), this.a))\r\n );\r\n this.$l.ggx = pb.add(this.ggxV, this.ggxL, 1e-5);\r\n this.$if(pb.greaterThan(this.ggx, 0), function () {\r\n this.$return(pb.div(0.5, this.ggx));\r\n }).$else(function () {\r\n this.$return(pb.float(0));\r\n });\r\n });\r\n return scope.$g[funcName](NdotV, NdotL, alphaRoughness) as PBShaderExp;\r\n }\r\n } as unknown as T & { new (...args: any[]): IMixinPBRBRDF };\r\n return 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