janusweb 1.5.39 → 1.5.42

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (243) hide show
  1. package/css/janusweb.css +3 -0
  2. package/media/assets/webui/apps/avatar/avatar.js +25 -8
  3. package/media/assets/webui/apps/buttons/buttons.js +0 -40
  4. package/media/assets/webui/apps/buttons/buttons.json +0 -1
  5. package/media/assets/webui/apps/comms/chat.html +1 -0
  6. package/media/assets/webui/apps/comms/chat_message.html +1 -1
  7. package/media/assets/webui/apps/comms/comms.html +1 -1
  8. package/media/assets/webui/apps/comms/comms.js +34 -12
  9. package/media/assets/webui/apps/comms/external/naf-shim.js +1 -1
  10. package/media/assets/webui/apps/comms/userlist.html +8 -5
  11. package/media/assets/webui/apps/comms/voip.css +20 -0
  12. package/media/assets/webui/apps/comms/voip.js +175 -6
  13. package/media/assets/webui/apps/editor/editor.js +78 -8
  14. package/media/assets/webui/apps/inventory/inventory.css +2 -1
  15. package/media/assets/webui/apps/locomotion/teleporter.js +18 -8
  16. package/media/assets/webui/apps/virtualgamepad/virtualgamepad.js +1 -1
  17. package/media/assets/webui/apps/xrmenu/xrmenu.js +10 -5
  18. package/media/lib/basis/basis_transcoder.js +8 -8
  19. package/media/lib/basis/basis_transcoder.wasm +0 -0
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  195. package/media/lib/three-icosa/brushes/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f/ThickPaint-75b32cf0-fdd6-4d89-a64b-e2a00b247b0f-v10.0-vertex.glsl +60 -0
  196. package/media/lib/three-icosa/brushes/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f/ThickPaint-fdf0326a-c0d1-4fed-b101-9db0ff6d071f-v10.0-BumpMap.png +0 -0
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  200. package/media/lib/three-icosa/brushes/Toon-4391385a-df73-4396-9e33-31e4e4930b27/Toon-4391385a-df73-4396-9e33-31e4e4930b27-v10.0-fragment.glsl +85 -0
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  217. package/media/lib/three-icosa/brushes/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5/WetPaint-dea67637-cd1a-27e4-c9b1-52f4bbcb84e5-v10.0-vertex.glsl +58 -0
  218. package/media/lib/three-icosa/brushes/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763-v10.0-MainTex.png +0 -0
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  220. package/media/lib/three-icosa/brushes/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763/WigglyGraphite-5347acf0-a8e2-47b6-8346-30c70719d763-v10.0-vertex.glsl +60 -0
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  226. package/media/manifest.json +1 -1
  227. package/package.json +1 -1
  228. package/scripts/client.js +19 -2
  229. package/scripts/elements/outliner.js +176 -0
  230. package/scripts/external/JanusFireboxParser.js +2 -1
  231. package/scripts/janusbase.js +3 -2
  232. package/scripts/janusghost.js +32 -10
  233. package/scripts/janusparticle.js +5 -2
  234. package/scripts/janusplayer.js +121 -84
  235. package/scripts/janusweb.js +8 -4
  236. package/scripts/janusxrplayer.js +49 -7
  237. package/scripts/multiplayermanager.js +4 -0
  238. package/scripts/object.js +21 -9
  239. package/scripts/room.js +24 -10
  240. package/scripts/sound.js +8 -3
  241. package/scripts/text.js +2 -0
  242. package/scripts/tracking.js +1 -1
  243. package/scripts/ui/main.js +6 -2
@@ -0,0 +1,386 @@
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+ #version 300 es
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+ // Copyright 2020 The Tilt Brush Authors
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+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
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+ //
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+ // Licensed under the Apache License, Version 2.0 (the "License");
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+ // you may not use this file except in compliance with the License.
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+ // You may obtain a copy of the License at
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+ //
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+ // http://www.apache.org/licenses/LICENSE-2.0
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+ //
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+ // Unless required by applicable law or agreed to in writing, software
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+ // distributed under the License is distributed on an "AS IS" BASIS,
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+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ // See the License for the specific language governing permissions and
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+ // limitations under the License.
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+
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+ // Auto-copied from Hypercolor-e8ef32b1-baa8-460a-9c2c-9cf8506794f5-v10.0-fragment.glsl
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+ // Brush-specific shader for GlTF web preview, based on Standard.glsl
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+ // generator with parameters: a=0.5.
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+
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+ precision mediump float;
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+
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+ out vec4 fragColor;
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+
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+ uniform vec4 u_ambient_light_color;
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+ uniform vec4 u_SceneLight_0_color;
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+ uniform vec4 u_SceneLight_1_color;
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+ uniform float u_Shininess; // Should be in [0.0, 1.0].
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+ uniform vec3 u_SpecColor;
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+
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+
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+ in vec4 v_color;
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+ in vec3 v_normal;
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+ in vec3 v_position;
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+ in vec3 v_light_dir_0;
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+ in vec3 v_light_dir_1;
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+ in vec2 v_texcoord0;
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+
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+ uniform sampler2D u_MainTex;
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+ uniform vec4 u_time;
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+ uniform float u_Cutoff;
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+
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+ float dispAmount = .0005;
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+
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+ // Copyright 2020 The Tilt Brush Authors
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+ //
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+ // Licensed under the Apache License, Version 2.0 (the "License");
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+ // you may not use this file except in compliance with the License.
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+ // You may obtain a copy of the License at
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+ //
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+ // http://www.apache.org/licenses/LICENSE-2.0
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+ //
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+ // Unless required by applicable law or agreed to in writing, software
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+ // distributed under the License is distributed on an "AS IS" BASIS,
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+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ // See the License for the specific language governing permissions and
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+ // limitations under the License.
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+
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+ // Fogging support
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+ uniform vec3 u_fogColor;
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+ uniform float u_fogDensity;
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+ in float f_fog_coord;
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+
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+ // This fog function emulates the exponential fog used in Tilt Brush
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+ //
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+ // Details:
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+ // * For exponential fog, Unity defines u_density = density / ln(2) on the CPU, sp that they can
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+ // convert the base from e to 2 and use exp2 rather than exp. We might as well do the same.
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+ // * The fog on Plya does not precisely match that in Unity, though it's very close. Two known
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+ // reasons for this are
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+ // 1) Clipping plans on Poly are different than in Tilt Brush. Poly is .1:2000, Tilt
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+ // Brush is .5:10000.
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+ // 2) Poly applies post processing (vignettes, etc...) that can subtly change the look
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+ // of the fog.
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+ // * Finally, Tilt Brush uses "decimeters" for legacy reasons.
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+ // In order to convert Density values from TB to Poly, we multiply by 10.0 in order to
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+ // convert decimeters to meters.
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+ //
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+
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+ vec3 ApplyFog(vec3 color) {
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+ // Per the top comment, we must modify the density value by Unity's ln(2) modification as well as
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+ // a decimeter conversion
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+ float density = (u_fogDensity / .693147) * 10.;
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+
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+ // This exponential fog function is copied directly from unity (see UnityCG.inc).
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+ float fogFactor = f_fog_coord * density;
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+ fogFactor = exp2(-fogFactor);
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+ fogFactor = clamp( fogFactor, 0.0, 1.0 );
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+ return mix(u_fogColor, color.xyz, fogFactor);
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+ }
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+ // Copyright 2020 The Tilt Brush Authors
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+ //
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+ // Licensed under the Apache License, Version 2.0 (the "License");
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+ // you may not use this file except in compliance with the License.
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+ // You may obtain a copy of the License at
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+ //
97
+ // http://www.apache.org/licenses/LICENSE-2.0
98
+ //
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+ // Unless required by applicable law or agreed to in writing, software
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+ // distributed under the License is distributed on an "AS IS" BASIS,
101
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ // See the License for the specific language governing permissions and
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+ // limitations under the License.
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+
105
+ // Requires a global constant "float dispAmount"
106
+ // TODO: turn it into a parameter!
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+
108
+ // ---------------------------------------------------------------------------------------------- //
109
+ // Tangent-less normal maps (derivative maps)
110
+ // ---------------------------------------------------------------------------------------------- //
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+ uniform sampler2D u_BumpMap;
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+ uniform vec4 u_BumpMap_TexelSize;
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+
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+ // HACK: Workaround for GPUs which struggle with vec3/vec2 derivatives.
115
+ vec3 xxx_dFdx3(vec3 v) {
116
+ return vec3(dFdx(v.x), dFdx(v.y), dFdx(v.z));
117
+ }
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+ vec3 xxx_dFdy3(vec3 v) {
119
+ return vec3(dFdy(v.x), dFdy(v.y), dFdy(v.z));
120
+ }
121
+ vec2 xxx_dFdx2(vec2 v) {
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+ return vec2(dFdx(v.x), dFdx(v.y));
123
+ }
124
+ vec2 xxx_dFdy2(vec2 v) {
125
+ return vec2(dFdy(v.x), dFdy(v.y));
126
+ }
127
+ // </HACK>
128
+
129
+ vec3 PerturbNormal(vec3 position, vec3 normal, vec2 uv)
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+ {
131
+ // Bump Mapping Unparametrized Surfaces on the GPU
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+ // by Morten S. Mikkelsen
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+ // https://goo.gl/O3JiVq
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+
135
+ highp vec3 vSigmaS = xxx_dFdx3(position);
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+ highp vec3 vSigmaT = xxx_dFdy3(position);
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+ highp vec3 vN = normal;
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+ highp vec3 vR1 = cross(vSigmaT, vN);
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+ highp vec3 vR2 = cross(vN, vSigmaS);
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+ float fDet = dot(vSigmaS, vR1);
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+
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+ vec2 texDx = xxx_dFdx2(uv);
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+ vec2 texDy = xxx_dFdy2(uv);
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+
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+ float resolution = max(u_BumpMap_TexelSize.z, u_BumpMap_TexelSize.w);
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+ highp float d = min(1., (0.5 / resolution) / max(length(texDx), length(texDy)));
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+
148
+ vec2 STll = uv;
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+ vec2 STlr = uv + d * texDx;
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+ vec2 STul = uv + d * texDy;
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+
152
+ highp float Hll = texture(u_BumpMap, STll).x;
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+ highp float Hlr = texture(u_BumpMap, STlr).x;
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+ highp float Hul = texture(u_BumpMap, STul).x;
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+
156
+ Hll = mix(Hll, 1. - Hll, float(!gl_FrontFacing)) * dispAmount;
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+ Hlr = mix(Hlr, 1. - Hlr, float(!gl_FrontFacing)) * dispAmount;
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+ Hul = mix(Hul, 1. - Hul, float(!gl_FrontFacing)) * dispAmount;
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+
160
+ highp float dBs = (Hlr - Hll) / d;
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+ highp float dBt = (Hul - Hll) / d;
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+
163
+ highp vec3 vSurfGrad = sign(fDet) * (dBs * vR1 + dBt * vR2);
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+ return normalize(abs(fDet) * vN - vSurfGrad);
165
+ }
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+ // Copyright 2020 The Tilt Brush Authors
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+ //
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+ // Licensed under the Apache License, Version 2.0 (the "License");
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+ // you may not use this file except in compliance with the License.
170
+ // You may obtain a copy of the License at
171
+ //
172
+ // http://www.apache.org/licenses/LICENSE-2.0
173
+ //
174
+ // Unless required by applicable law or agreed to in writing, software
175
+ // distributed under the License is distributed on an "AS IS" BASIS,
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+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
177
+ // See the License for the specific language governing permissions and
178
+ // limitations under the License.
179
+
180
+ //
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+ // Standard BRDF Lighting
182
+ //
183
+
184
+ const float PI = 3.141592654;
185
+ const float INV_PI = 0.318309886;
186
+ const vec3 GAMMA_DIELECTRIC_SPEC = vec3(0.220916301, 0.220916301, 0.220916301);
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+ const float GAMMA_ONE_MINUS_DIELECTRIC = (1.0 - 0.220916301);
188
+
189
+ // The following functions are based on similar ones in the Unity Standard BRDF
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+ // with minor changes for GLSL and unused #ifdef pruning.
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+
192
+ float Pow5(float x) {
193
+ return x * x * x * x * x;
194
+ }
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+
196
+ // https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf
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+ float DisneyDiffuseTerm(float NdotV, float NdotL, float LdotH,
198
+ float perceptualRoughness) {
199
+ float fd90 = 0.5 + 2.0 * LdotH * LdotH * perceptualRoughness;
200
+ float lightScatter = 1.0 + (fd90 - 1.0) * Pow5(1.0 - NdotL);
201
+ float viewScatter = 1.0 + (fd90 - 1.0) * Pow5(1.0 - NdotV);
202
+ return lightScatter * viewScatter;
203
+ }
204
+
205
+ float SmithJointVisibilityTerm(float NdotL, float NdotV, float roughness) {
206
+ float lambdaV = NdotL * mix(NdotV, 1.0, roughness);
207
+ float lambdaL = NdotV * mix(NdotL, 1.0, roughness);
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+ return 0.5 / (lambdaV + lambdaL + 1e-5);
209
+ }
210
+
211
+ float GgxDistributionTerm(float NdotH, float roughness) {
212
+ float a2 = roughness * roughness;
213
+ float d = (NdotH * a2 - NdotH) * NdotH + 1.0;
214
+ return INV_PI * a2 / (d * d + 1e-7);
215
+ }
216
+
217
+ // Implements Schlick's approximation to Fresnel. IoR is implied by
218
+ // F0, which contains minimum reflectance values (per RGB color).
219
+ vec3 FresnelTerm (vec3 F0, float cosA) {
220
+ float t = Pow5(1.0 - cosA);
221
+ return F0 + (vec3(1.0) - F0) * t;
222
+ }
223
+
224
+ vec3 SurfaceShaderInternal(
225
+ vec3 normal, // Unit surface normal.
226
+ vec3 lightDir, // Unit vector from shading point to light.
227
+ vec3 eyeDir, // Unit vector from shading point to camera.
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+ vec3 lightColor, // RGB color of the light.
229
+ vec3 diffuseColor, // Surface diffuse color.
230
+ vec3 specularColor, // Surface specular color, also drives Fresnel.
231
+ float perceptualRoughness) { // Unity's perceptual Roughness, in [0.0, 1.0].
232
+ float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
233
+ float NdotV = abs(dot(normal, eyeDir));
234
+
235
+ vec3 halfVector = normalize(lightDir + eyeDir);
236
+ float NdotH = clamp(dot(normal, halfVector), 0.0, 1.0);
237
+ float LdotH = clamp(dot(lightDir, halfVector), 0.0, 1.0);
238
+
239
+ float diffuseTerm = NdotL *
240
+ DisneyDiffuseTerm(NdotV, NdotL, LdotH, perceptualRoughness);
241
+
242
+ if (length(specularColor) < 1e-5) {
243
+ return diffuseColor * (lightColor * diffuseTerm);
244
+ }
245
+
246
+ float roughness = perceptualRoughness * perceptualRoughness;
247
+
248
+ // The V term includes both the traditional G term and the BRDF divisors.
249
+ float V = GgxDistributionTerm(NdotH, roughness);
250
+ float D = SmithJointVisibilityTerm(NdotL, NdotV, roughness);
251
+ float specularTerm = V * D * PI; // RGB-based Fresnel terms applied below.
252
+
253
+ specularTerm = sqrt(max(1e-4, specularTerm)); // For Gamma-space rendering.
254
+ specularTerm *= NdotL;
255
+
256
+ // Treats specularColor as spectral F0 components of Schlick's formula.
257
+ vec3 fresnelColor = FresnelTerm(specularColor, LdotH);
258
+
259
+ return lightColor *
260
+ (diffuseTerm * diffuseColor + specularTerm * fresnelColor);
261
+ }
262
+
263
+ // An emulation of Unity 5.5's Surface shader, minus the global
264
+ // illumination part. Returns a per-light color contribution to the
265
+ // shaded surface. Ambient illumination needs to be added separately.
266
+ vec3 SurfaceShaderSpecularGloss(
267
+ vec3 normal, // Unit surface normal.
268
+ vec3 lightDir, // Unit vector from shading point to light.
269
+ vec3 eyeDir, // Unit vector from shading point to camera.
270
+ vec3 lightColor, // RGB color of the light.
271
+ vec3 albedoColor, // Surface albedo color.
272
+ vec3 specularColor, // Surface specular color, also drives Fresnel.
273
+ float gloss) { // Unity's perceptual smoothness, in [0.0, 1.0].
274
+ float oneMinusSpecularIntensity =
275
+ 1.0 - clamp(max(max(specularColor.r, specularColor.g), specularColor.b), 0., 1.);
276
+ vec3 diffuseColor = albedoColor * oneMinusSpecularIntensity;
277
+ float perceptualRoughness = 1.0 - gloss;
278
+
279
+ return SurfaceShaderInternal(
280
+ normal, lightDir, eyeDir, lightColor, diffuseColor, specularColor, perceptualRoughness);
281
+ }
282
+
283
+ // An emulation of Unity 5.5's Surface shader using MetallicSetup(), minus the global
284
+ // illumination part. Returns a per-light color contribution to the
285
+ // shaded surface. Ambient illumination needs to be added separately.
286
+ vec3 SurfaceShaderMetallicRoughness(
287
+ vec3 normal, // Unit surface normal.
288
+ vec3 lightDir, // Unit vector from shading point to light.
289
+ vec3 eyeDir, // Unit vector from shading point to camera.
290
+ vec3 lightColor, // RGB color of the light.
291
+ vec3 albedoColor, // Surface albedo color.
292
+ float metallic, // Surface metallic value, drives specular color and reflectivity.
293
+ float perceptualRoughness) { // Unity's perceptual Roughness, in [0.0, 1.0], sqrt of roughness.
294
+ vec3 specularColor = mix(GAMMA_DIELECTRIC_SPEC, albedoColor, metallic);
295
+ float oneMinusReflectivity = GAMMA_ONE_MINUS_DIELECTRIC - metallic * GAMMA_ONE_MINUS_DIELECTRIC;
296
+ vec3 diffuseColor = albedoColor * oneMinusReflectivity;
297
+
298
+ return SurfaceShaderInternal(
299
+ normal, lightDir, eyeDir, lightColor, diffuseColor, specularColor, perceptualRoughness);
300
+ }
301
+
302
+ //
303
+ // An Approximation of Unity SH Lighting
304
+ //
305
+
306
+ // SH lighting needs to emulate Unity's SH light behavior.
307
+ // -Diffuse contribution should be roughly 1/2
308
+ // -Specularity should "subtract" from the diffuse contribution becuase
309
+ // the SH Lights in unity are not energy preserving.
310
+
311
+ vec3 ShShaderWithSpec(
312
+ vec3 normal, // Unit surface normal.
313
+ vec3 lightDir, // Unit vector from shading point to light.
314
+ vec3 lightColor, // RGB color of the light.
315
+ vec3 diffuseColor, // Surface diffuse color, i.e. albedo.
316
+ vec3 specularColor) { // Specular color. Used to replicate broken SH lighting
317
+ // in unity which is not energy preserving
318
+ float specularGrayscale = dot(specularColor, vec3(0.3, 0.59, 0.11));
319
+ float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
320
+ // Compensate for missing specular contribution
321
+ float shIntensityMultiplier = 1. - specularGrayscale;
322
+ shIntensityMultiplier *= shIntensityMultiplier;
323
+ return diffuseColor * lightColor * NdotL * shIntensityMultiplier;
324
+ }
325
+
326
+ vec3 ShShader(
327
+ vec3 normal, // Unit surface normal.
328
+ vec3 lightDir, // Unit vector from shading point to light.
329
+ vec3 lightColor, // RGB color of the light.
330
+ vec3 diffuseColor) { // Surface diffuse color, i.e. albedo
331
+ return ShShaderWithSpec(normal, lightDir, lightColor, diffuseColor, vec3(0.,0.,0.));
332
+ }
333
+
334
+ //
335
+ // Lambert Lighting
336
+ //
337
+ vec3 LambertShader(
338
+ vec3 normal, // Unit surface normal.
339
+ vec3 lightDir, // Unit vector from shading point to light.
340
+ vec3 lightColor, // RGB color of the light.
341
+ vec3 diffuseColor) { // Surface diffuse color, i.e. albedo.
342
+ float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
343
+ return diffuseColor * lightColor * NdotL;
344
+ }
345
+
346
+ vec3 computeLighting(vec3 diffuseColor, vec3 specularColor, vec3 normal) {
347
+ if (!gl_FrontFacing) {
348
+ // Always use front-facing normal for double-sided surfaces.
349
+ normal *= -1.0;
350
+ }
351
+ vec3 lightDir0 = normalize(v_light_dir_0);
352
+ vec3 lightDir1 = normalize(v_light_dir_1);
353
+ vec3 eyeDir = -normalize(v_position);
354
+
355
+ vec3 lightOut0 = SurfaceShaderSpecularGloss(normal, lightDir0, eyeDir, u_SceneLight_0_color.rgb,
356
+ diffuseColor, specularColor, u_Shininess);
357
+ vec3 lightOut1 = ShShaderWithSpec(normal, lightDir1, u_SceneLight_1_color.rgb, diffuseColor, u_SpecColor);
358
+ vec3 ambientOut = diffuseColor * u_ambient_light_color.rgb;
359
+
360
+ return (lightOut0 + lightOut1 + ambientOut);
361
+ }
362
+
363
+ void main() {
364
+ vec4 tex = texture(u_MainTex, v_texcoord0);
365
+
366
+ // WARNING: PerturbNormal uses derivatives and must not be called conditionally.
367
+ vec3 normal = PerturbNormal(v_position.xyz, normalize(v_normal), v_texcoord0);
368
+
369
+ // Unfortunately, the compiler keeps optimizing the call to PerturbNormal into the branch below,
370
+ // causing issues on some hardware/drivers. So we compute lighting just to discard it later.
371
+ float scroll = u_time.z;
372
+ tex.rgb = vec3(1.0, 0.0, 0.0) * (sin(tex.r * 2.0 + scroll*0.5 - v_texcoord0.x) + 1.0) * 2.0;
373
+ tex.rgb += vec3(0.0, 1.0, 0.0) * (sin(tex.r * 3.3 + scroll*1.0 - v_texcoord0.x) + 1.0) * 2.0;
374
+ tex.rgb += vec3(0.0, 0.0, 1.0) * (sin(tex.r * 4.66 + scroll*0.25 - v_texcoord0.x) + 1.0) * 2.0;
375
+
376
+ float colorMultiplier = 0.5; // This factor is glsl specific - not exactly sure why I need to fudge this to match the look in Tilt Brush.
377
+ vec3 specularColor = u_SpecColor * tex.rgb * colorMultiplier;
378
+ vec3 diffuseColor = tex.rgb * v_color.rgb * colorMultiplier;
379
+ fragColor.rgb = ApplyFog(computeLighting(diffuseColor, specularColor, normal));
380
+ fragColor.a = 1.0;
381
+
382
+ // This must come last to ensure PerturbNormal is called uniformly for all invocations.
383
+ if (tex.w <= u_Cutoff) {
384
+ discard;
385
+ }
386
+ }
@@ -0,0 +1,60 @@
1
+ #version 300 es
2
+ // Copyright 2020 The Tilt Brush Authors
3
+ // Updated to OpenGL ES 3.0 by the Icosa Gallery Authors
4
+ //
5
+ // Licensed under the Apache License, Version 2.0 (the "License");
6
+ // you may not use this file except in compliance with the License.
7
+ // You may obtain a copy of the License at
8
+ //
9
+ // http://www.apache.org/licenses/LICENSE-2.0
10
+ //
11
+ // Unless required by applicable law or agreed to in writing, software
12
+ // distributed under the License is distributed on an "AS IS" BASIS,
13
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14
+ // See the License for the specific language governing permissions and
15
+ // limitations under the License.
16
+
17
+ // Copyright 2020 The Tilt Brush Authors
18
+ //
19
+ // Licensed under the Apache License, Version 2.0 (the "License");
20
+ // you may not use this file except in compliance with the License.
21
+ // You may obtain a copy of the License at
22
+ //
23
+ // http://www.apache.org/licenses/LICENSE-2.0
24
+ //
25
+ // Unless required by applicable law or agreed to in writing, software
26
+ // distributed under the License is distributed on an "AS IS" BASIS,
27
+ // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
28
+ // See the License for the specific language governing permissions and
29
+ // limitations under the License.
30
+
31
+ // DefaultVS.glsl
32
+ in vec4 a_position;
33
+ in vec3 a_normal;
34
+ in vec4 a_color;
35
+ in vec2 a_texcoord0;
36
+
37
+ out vec4 v_color;
38
+ out vec3 v_normal; // Camera-space normal.
39
+ out vec3 v_position; // Camera-space position.
40
+ out vec2 v_texcoord0;
41
+ out vec3 v_light_dir_0; // Camera-space light direction, main light.
42
+ out vec3 v_light_dir_1; // Camera-space light direction, other light.
43
+ out float f_fog_coord;
44
+
45
+ uniform mat4 modelViewMatrix;
46
+ uniform mat4 projectionMatrix;
47
+ uniform mat3 normalMatrix;
48
+ uniform mat4 u_SceneLight_0_matrix;
49
+ uniform mat4 u_SceneLight_1_matrix;
50
+
51
+ void main() {
52
+ gl_Position = projectionMatrix * modelViewMatrix * a_position;
53
+ f_fog_coord = gl_Position.z;
54
+ v_normal = normalMatrix * a_normal;
55
+ v_position = (modelViewMatrix * a_position).xyz;
56
+ v_light_dir_0 = mat3(u_SceneLight_0_matrix) * vec3(0, 0, 1);
57
+ v_light_dir_1 = mat3(u_SceneLight_1_matrix) * vec3(0, 0, 1);
58
+ v_color = a_color;
59
+ v_texcoord0 = a_texcoord0;
60
+ }