@animech-public/playcanvas
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PlayCanvas WebGL game engine
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JavaScript
var t="\nuniform highp sampler2D clusterWorldTexture;\nuniform highp sampler2D lightsTexture8;\nuniform highp sampler2D lightsTextureFloat;\n#if defined(CLUSTER_COOKIES)\n\t#define CLUSTER_COOKIES_OR_SHADOWS\n#endif\n#if defined(CLUSTER_SHADOWS)\n\t#define CLUSTER_COOKIES_OR_SHADOWS\n#endif\n#ifdef CLUSTER_SHADOWS\n\t#ifdef GL2\n\t\tuniform sampler2DShadow shadowAtlasTexture;\n\t#else\n\t\tuniform sampler2D shadowAtlasTexture;\n\t#endif\n#endif\n#ifdef CLUSTER_COOKIES\n\tuniform sampler2D cookieAtlasTexture;\n#endif\n#ifdef GL2\n\tuniform int clusterMaxCells;\n#else\n\tuniform float clusterMaxCells;\n\tuniform vec4 lightsTextureInvSize;\n#endif\nuniform float clusterSkip;\nuniform vec3 clusterCellsCountByBoundsSize;\nuniform vec3 clusterTextureSize;\nuniform vec3 clusterBoundsMin;\nuniform vec3 clusterBoundsDelta;\nuniform vec3 clusterCellsDot;\nuniform vec3 clusterCellsMax;\nuniform vec2 clusterCompressionLimit0;\nuniform vec2 shadowAtlasParams;\nstruct ClusterLightData {\n\tvec3 halfWidth;\n\tfloat lightType;\n\tvec3 halfHeight;\n\t#ifdef GL2\n\t\tint lightIndex;\n\t#else\n\t\tfloat lightV;\n\t#endif\n\tvec3 position;\n\tfloat shape;\n\tvec3 direction;\n\tfloat falloffMode;\n\tvec3 color;\n\tfloat shadowIntensity;\n\tvec3 omniAtlasViewport;\n\tfloat range;\n\tvec4 cookieChannelMask;\n\tfloat shadowBias;\n\tfloat shadowNormalBias;\n\tfloat innerConeAngleCos;\n\tfloat outerConeAngleCos;\n\tfloat cookie;\n\tfloat cookieRgb;\n\tfloat cookieIntensity;\n\tfloat mask;\n};\nmat4 lightProjectionMatrix;\n#define isClusteredLightCastShadow(light) ( light.shadowIntensity > 0.0 )\n#define isClusteredLightCookie(light) (light.cookie > 0.5 )\n#define isClusteredLightCookieRgb(light) (light.cookieRgb > 0.5 )\n#define isClusteredLightSpot(light) ( light.lightType > 0.5 )\n#define isClusteredLightFalloffLinear(light) ( light.falloffMode < 0.5 )\n#define isClusteredLightArea(light) ( light.shape > 0.1 )\n#define isClusteredLightRect(light) ( light.shape < 0.3 )\n#define isClusteredLightDisk(light) ( light.shape < 0.6 )\n#ifdef CLUSTER_MESH_DYNAMIC_LIGHTS\n\t#define acceptLightMask(light) ( light.mask < 0.75)\n#else\n\t#define acceptLightMask(light) ( light.mask > 0.25)\n#endif\nvec4 decodeClusterLowRange4Vec4(vec4 d0, vec4 d1, vec4 d2, vec4 d3) {\n\treturn vec4(\n\t\tbytes2floatRange4(d0, -2.0, 2.0),\n\t\tbytes2floatRange4(d1, -2.0, 2.0),\n\t\tbytes2floatRange4(d2, -2.0, 2.0),\n\t\tbytes2floatRange4(d3, -2.0, 2.0)\n\t);\n}\n#ifdef GL2\n\tvec4 sampleLightsTexture8(const ClusterLightData clusterLightData, int index) {\n\t\treturn texelFetch(lightsTexture8, ivec2(index, clusterLightData.lightIndex), 0);\n\t}\n\tvec4 sampleLightTextureF(const ClusterLightData clusterLightData, int index) {\n\t\treturn texelFetch(lightsTextureFloat, ivec2(index, clusterLightData.lightIndex), 0);\n\t}\n#else\n\tvec4 sampleLightsTexture8(const ClusterLightData clusterLightData, float index) {\n\t\treturn texture2DLodEXT(lightsTexture8, vec2(index * lightsTextureInvSize.z, clusterLightData.lightV), 0.0);\n\t}\n\tvec4 sampleLightTextureF(const ClusterLightData clusterLightData, float index) {\n\t\treturn texture2DLodEXT(lightsTextureFloat, vec2(index * lightsTextureInvSize.x, clusterLightData.lightV), 0.0);\n\t}\n#endif\nvoid decodeClusterLightCore(inout ClusterLightData clusterLightData, float lightIndex) {\n\t#ifdef GL2\n\t\tclusterLightData.lightIndex = int(lightIndex);\n\t#else\n\t\tclusterLightData.lightV = (lightIndex + 0.5) * lightsTextureInvSize.w;\n\t#endif\n\tvec4 lightInfo = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_FLAGS);\n\tclusterLightData.lightType = lightInfo.x;\n\tclusterLightData.shape = lightInfo.y;\n\tclusterLightData.falloffMode = lightInfo.z;\n\tclusterLightData.shadowIntensity = lightInfo.w;\n\tvec4 colorA = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_COLOR_A);\n\tvec4 colorB = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_COLOR_B);\n\tclusterLightData.color = vec3(bytes2float2(colorA.xy), bytes2float2(colorA.zw), bytes2float2(colorB.xy)) * clusterCompressionLimit0.y;\n\tclusterLightData.cookie = colorB.z;\n\tclusterLightData.mask = colorB.w;\n\t#ifdef CLUSTER_TEXTURE_FLOAT\n\t\tvec4 lightPosRange = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_POSITION_RANGE);\n\t\tclusterLightData.position = lightPosRange.xyz;\n\t\tclusterLightData.range = lightPosRange.w;\n\t\tvec4 lightDir_Unused = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_SPOT_DIRECTION);\n\t\tclusterLightData.direction = lightDir_Unused.xyz;\n\t#else\n\t\tvec4 encPosX = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_POSITION_X);\n\t\tvec4 encPosY = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_POSITION_Y);\n\t\tvec4 encPosZ = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_POSITION_Z);\n\t\tclusterLightData.position = vec3(bytes2float4(encPosX), bytes2float4(encPosY), bytes2float4(encPosZ)) * clusterBoundsDelta + clusterBoundsMin;\n\t\tvec4 encRange = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_RANGE);\n\t\tclusterLightData.range = bytes2float4(encRange) * clusterCompressionLimit0.x;\n\t\tvec4 encDirX = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_SPOT_DIRECTION_X);\n\t\tvec4 encDirY = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_SPOT_DIRECTION_Y);\n\t\tvec4 encDirZ = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_SPOT_DIRECTION_Z);\n\t\tclusterLightData.direction = vec3(bytes2float4(encDirX), bytes2float4(encDirY), bytes2float4(encDirZ)) * 2.0 - 1.0;\n\t#endif\n}\nvoid decodeClusterLightSpot(inout ClusterLightData clusterLightData) {\n\tvec4 coneAngle = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_SPOT_ANGLES);\n\tclusterLightData.innerConeAngleCos = bytes2float2(coneAngle.xy) * 2.0 - 1.0;\n\tclusterLightData.outerConeAngleCos = bytes2float2(coneAngle.zw) * 2.0 - 1.0;\n}\nvoid decodeClusterLightOmniAtlasViewport(inout ClusterLightData clusterLightData) {\n\t#ifdef CLUSTER_TEXTURE_FLOAT\n\t\tclusterLightData.omniAtlasViewport = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_PROJ_MAT_0).xyz;\n\t#else\n\t\tvec4 viewportA = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_ATLAS_VIEWPORT_A);\n\t\tvec4 viewportB = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_ATLAS_VIEWPORT_B);\n\t\tclusterLightData.omniAtlasViewport = vec3(bytes2float2(viewportA.xy), bytes2float2(viewportA.zw), bytes2float2(viewportB.xy));\n\t#endif\n}\nvoid decodeClusterLightAreaData(inout ClusterLightData clusterLightData) {\n\t#ifdef CLUSTER_TEXTURE_FLOAT\n\t\tclusterLightData.halfWidth = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_AREA_DATA_WIDTH).xyz;\n\t\tclusterLightData.halfHeight = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_AREA_DATA_HEIGHT).xyz;\n\t#else\n\t\tvec4 areaWidthX = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_WIDTH_X);\n\t\tvec4 areaWidthY = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_WIDTH_Y);\n\t\tvec4 areaWidthZ = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_WIDTH_Z);\n\t\tclusterLightData.halfWidth = vec3(mantissaExponent2Float(areaWidthX), mantissaExponent2Float(areaWidthY), mantissaExponent2Float(areaWidthZ));\n\t\tvec4 areaHeightX = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_HEIGHT_X);\n\t\tvec4 areaHeightY = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_HEIGHT_Y);\n\t\tvec4 areaHeightZ = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_AREA_DATA_HEIGHT_Z);\n\t\tclusterLightData.halfHeight = vec3(mantissaExponent2Float(areaHeightX), mantissaExponent2Float(areaHeightY), mantissaExponent2Float(areaHeightZ));\n\t#endif\n}\nvoid decodeClusterLightProjectionMatrixData(inout ClusterLightData clusterLightData) {\n\t\n\t#ifdef CLUSTER_TEXTURE_FLOAT\n\t\tvec4 m0 = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_PROJ_MAT_0);\n\t\tvec4 m1 = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_PROJ_MAT_1);\n\t\tvec4 m2 = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_PROJ_MAT_2);\n\t\tvec4 m3 = sampleLightTextureF(clusterLightData, CLUSTER_TEXTURE_F_PROJ_MAT_3);\n\t#else\n\t\tvec4 m00 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_00);\n\t\tvec4 m01 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_01);\n\t\tvec4 m02 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_02);\n\t\tvec4 m03 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_03);\n\t\tvec4 m0 = decodeClusterLowRange4Vec4(m00, m01, m02, m03);\n\t\tvec4 m10 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_10);\n\t\tvec4 m11 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_11);\n\t\tvec4 m12 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_12);\n\t\tvec4 m13 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_13);\n\t\tvec4 m1 = decodeClusterLowRange4Vec4(m10, m11, m12, m13);\n\t\tvec4 m20 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_20);\n\t\tvec4 m21 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_21);\n\t\tvec4 m22 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_22);\n\t\tvec4 m23 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_23);\n\t\tvec4 m2 = decodeClusterLowRange4Vec4(m20, m21, m22, m23);\n\t\tvec4 m30 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_30);\n\t\tvec4 m31 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_31);\n\t\tvec4 m32 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_32);\n\t\tvec4 m33 = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_PROJ_MAT_33);\n\t\tvec4 m3 = vec4(mantissaExponent2Float(m30), mantissaExponent2Float(m31), mantissaExponent2Float(m32), mantissaExponent2Float(m33));\n\t#endif\n\t\n\tlightProjectionMatrix = mat4(m0, m1, m2, m3);\n}\nvoid decodeClusterLightShadowData(inout ClusterLightData clusterLightData) {\n\t\n\tvec4 biases = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_SHADOW_BIAS);\n\tclusterLightData.shadowBias = bytes2floatRange2(biases.xy, -1.0, 20.0),\n\tclusterLightData.shadowNormalBias = bytes2float2(biases.zw);\n}\nvoid decodeClusterLightCookieData(inout ClusterLightData clusterLightData) {\n\tvec4 cookieA = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_COOKIE_A);\n\tclusterLightData.cookieIntensity = cookieA.x;\n\tclusterLightData.cookieRgb = cookieA.y;\n\tclusterLightData.cookieChannelMask = sampleLightsTexture8(clusterLightData, CLUSTER_TEXTURE_8_COOKIE_B);\n}\nvoid evaluateLight(\n\tClusterLightData light, \n\tvec3 worldNormal, \n\tvec3 viewDir, \n\tvec3 reflectionDir,\n#if defined(LIT_CLEARCOAT)\n\tvec3 clearcoatReflectionDir,\n#endif\n\tfloat gloss, \n\tvec3 specularity, \n\tvec3 geometricNormal, \n\tmat3 tbn, \n#if defined(LIT_IRIDESCENCE)\n\tvec3 iridescenceFresnel,\n#endif\n\tvec3 clearcoat_worldNormal,\n\tfloat clearcoat_gloss,\n\tfloat sheen_gloss,\n\tfloat iridescence_intensity\n) {\n\tvec3 cookieAttenuation = vec3(1.0);\n\tfloat diffuseAttenuation = 1.0;\n\tfloat falloffAttenuation = 1.0;\n\tgetLightDirPoint(light.position);\n\t#ifdef CLUSTER_AREALIGHTS\n\tif (isClusteredLightArea(light)) {\n\t\tdecodeClusterLightAreaData(light);\n\t\tif (isClusteredLightRect(light)) {\n\t\t\tcalcRectLightValues(light.position, light.halfWidth, light.halfHeight);\n\t\t} else if (isClusteredLightDisk(light)) {\n\t\t\tcalcDiskLightValues(light.position, light.halfWidth, light.halfHeight);\n\t\t} else {\n\t\t\tcalcSphereLightValues(light.position, light.halfWidth, light.halfHeight);\n\t\t}\n\t\tfalloffAttenuation = getFalloffWindow(light.range, dLightDirW);\n\t} else\n\t#endif\n\t{\n\t\tif (isClusteredLightFalloffLinear(light))\n\t\t\tfalloffAttenuation = getFalloffLinear(light.range, dLightDirW);\n\t\telse\n\t\t\tfalloffAttenuation = getFalloffInvSquared(light.range, dLightDirW);\n\t}\n\tif (falloffAttenuation > 0.00001) {\n\t\t#ifdef CLUSTER_AREALIGHTS\n\t\tif (isClusteredLightArea(light)) {\n\t\t\tif (isClusteredLightRect(light)) {\n\t\t\t\tdiffuseAttenuation = getRectLightDiffuse(worldNormal, viewDir, dLightDirW, dLightDirNormW) * 16.0;\n\t\t\t} else if (isClusteredLightDisk(light)) {\n\t\t\t\tdiffuseAttenuation = getDiskLightDiffuse(worldNormal, viewDir, dLightDirW, dLightDirNormW) * 16.0;\n\t\t\t} else {\n\t\t\t\tdiffuseAttenuation = getSphereLightDiffuse(worldNormal, viewDir, dLightDirW, dLightDirNormW) * 16.0;\n\t\t\t}\n\t\t} else\n\t\t#endif\n\t\t{\n\t\t\tfalloffAttenuation *= getLightDiffuse(worldNormal, viewDir, dLightDirW, dLightDirNormW); \n\t\t}\n\t\tif (isClusteredLightSpot(light)) {\n\t\t\tdecodeClusterLightSpot(light);\n\t\t\tfalloffAttenuation *= getSpotEffect(light.direction, light.innerConeAngleCos, light.outerConeAngleCos, dLightDirNormW);\n\t\t}\n\t\t#if defined(CLUSTER_COOKIES_OR_SHADOWS)\n\t\tif (falloffAttenuation > 0.00001) {\n\t\t\tif (isClusteredLightCastShadow(light) || isClusteredLightCookie(light)) {\n\t\t\t\tif (isClusteredLightSpot(light)) {\n\t\t\t\t\tdecodeClusterLightProjectionMatrixData(light);\n\t\t\t\t} else {\n\t\t\t\t\tdecodeClusterLightOmniAtlasViewport(light);\n\t\t\t\t}\n\t\t\t\tfloat shadowTextureResolution = shadowAtlasParams.x;\n\t\t\t\tfloat shadowEdgePixels = shadowAtlasParams.y;\n\t\t\t\t#ifdef CLUSTER_COOKIES\n\t\t\t\tif (isClusteredLightCookie(light)) {\n\t\t\t\t\tdecodeClusterLightCookieData(light);\n\t\t\t\t\tif (isClusteredLightSpot(light)) {\n\t\t\t\t\t\tcookieAttenuation = getCookie2DClustered(TEXTURE_PASS(cookieAtlasTexture), lightProjectionMatrix, vPositionW, light.cookieIntensity, isClusteredLightCookieRgb(light), light.cookieChannelMask);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcookieAttenuation = getCookieCubeClustered(TEXTURE_PASS(cookieAtlasTexture), dLightDirW, light.cookieIntensity, isClusteredLightCookieRgb(light), light.cookieChannelMask, shadowTextureResolution, shadowEdgePixels, light.omniAtlasViewport);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t#endif\n\t\t\t\t#ifdef CLUSTER_SHADOWS\n\t\t\t\tif (isClusteredLightCastShadow(light)) {\n\t\t\t\t\tdecodeClusterLightShadowData(light);\n\t\t\t\t\tvec4 shadowParams = vec4(shadowTextureResolution, light.shadowNormalBias, light.shadowBias, 1.0 / light.range);\n\t\t\t\t\tif (isClusteredLightSpot(light)) {\n\t\t\t\t\t\tgetShadowCoordPerspZbufferNormalOffset(lightProjectionMatrix, shadowParams, geometricNormal);\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\t\t\t\t\t\t\tfloat shadow = getShadowSpotClusteredPCF1(SHADOWMAP_PASS(shadowAtlasTexture), dShadowCoord, shadowParams);\n\t\t\t\t\t\t#elif defined(CLUSTER_SHADOW_TYPE_PCF3)\n\t\t\t\t\t\t\tfloat shadow = getShadowSpotClusteredPCF3(SHADOWMAP_PASS(shadowAtlasTexture), dShadowCoord, shadowParams);\n\t\t\t\t\t\t#elif defined(CLUSTER_SHADOW_TYPE_PCF5)\n\t\t\t\t\t\t\tfloat shadow = getShadowSpotClusteredPCF5(SHADOWMAP_PASS(shadowAtlasTexture), dShadowCoord, shadowParams);\n\t\t\t\t\t\t#elif defined(CLUSTER_SHADOW_TYPE_PCSS)\n\t\t\t\t\t\t\tfloat shadow = getShadowSpotClusteredPCSS(SHADOWMAP_PASS(shadowAtlasTexture), dShadowCoord, shadowParams);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfalloffAttenuation *= mix(1.0, shadow, light.shadowIntensity);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tvec3 dir = normalOffsetPointShadow(shadowParams, dLightPosW, dLightDirW, dLightDirNormW, geometricNormal);\n\t\t\t\t\t\t#if defined(CLUSTER_SHADOW_TYPE_PCF1)\n\t\t\t\t\t\t\tfloat shadow = getShadowOmniClusteredPCF1(SHADOWMAP_PASS(shadowAtlasTexture), shadowParams, light.omniAtlasViewport, shadowEdgePixels, dir);\n\t\t\t\t\t\t#elif defined(CLUSTER_SHADOW_TYPE_PCF3)\n\t\t\t\t\t\t\tfloat shadow = getShadowOmniClusteredPCF3(SHADOWMAP_PASS(shadowAtlasTexture), shadowParams, light.omniAtlasViewport, shadowEdgePixels, dir);\n\t\t\t\t\t\t#elif defined(CLUSTER_SHADOW_TYPE_PCF5)\n\t\t\t\t\t\t\tfloat shadow = getShadowOmniClusteredPCF5(SHADOWMAP_PASS(shadowAtlasTexture), shadowParams, light.omniAtlasViewport, shadowEdgePixels, dir);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfalloffAttenuation *= mix(1.0, shadow, light.shadowIntensity);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t#endif\n\t\t\t}\n\t\t}\n\t\t#endif\n\t\t#ifdef CLUSTER_AREALIGHTS\n\t\tif (isClusteredLightArea(light)) {\n\t\t\t{\n\t\t\t\tvec3 areaDiffuse = (diffuseAttenuation * falloffAttenuation) * light.color * cookieAttenuation;\n\t\t\t\t#if defined(LIT_SPECULAR)\n\t\t\t\t\t#if defined(LIT_CONSERVE_ENERGY)\n\t\t\t\t\t\tareaDiffuse = mix(areaDiffuse, vec3(0), dLTCSpecFres);\n\t\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\tdDiffuseLight += areaDiffuse;\n\t\t\t}\n\t\t\t#ifdef LIT_SPECULAR\n\t\t\t\tfloat areaLightSpecular;\n\t\t\t\tif (isClusteredLightRect(light)) {\n\t\t\t\t\tareaLightSpecular = getRectLightSpecular(worldNormal, viewDir);\n\t\t\t\t} else if (isClusteredLightDisk(light)) {\n\t\t\t\t\tareaLightSpecular = getDiskLightSpecular(worldNormal, viewDir);\n\t\t\t\t} else {\n\t\t\t\t\tareaLightSpecular = getSphereLightSpecular(worldNormal, viewDir);\n\t\t\t\t}\n\t\t\t\tdSpecularLight += dLTCSpecFres * areaLightSpecular * falloffAttenuation * light.color * cookieAttenuation;\n\t\t\t\t#ifdef LIT_CLEARCOAT\n\t\t\t\t\tfloat areaLightSpecularCC;\n\t\t\t\t\tif (isClusteredLightRect(light)) {\n\t\t\t\t\t\tareaLightSpecularCC = getRectLightSpecular(clearcoat_worldNormal, viewDir);\n\t\t\t\t\t} else if (isClusteredLightDisk(light)) {\n\t\t\t\t\t\tareaLightSpecularCC = getDiskLightSpecular(clearcoat_worldNormal, viewDir);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tareaLightSpecularCC = getSphereLightSpecular(clearcoat_worldNormal, viewDir);\n\t\t\t\t\t}\n\t\t\t\t\tccSpecularLight += ccLTCSpecFres * areaLightSpecularCC * falloffAttenuation * light.color * cookieAttenuation;\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t} else\n\t\t#endif\n\t\t{\n\t\t\t{\n\t\t\t\tvec3 punctualDiffuse = falloffAttenuation * light.color * cookieAttenuation;\n\t\t\t\t#if defined(CLUSTER_AREALIGHTS)\n\t\t\t\t#if defined(LIT_SPECULAR)\n\t\t\t\t#if defined(LIT_CONSERVE_ENERGY)\n\t\t\t\t\tpunctualDiffuse = mix(punctualDiffuse, vec3(0), specularity);\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\tdDiffuseLight += punctualDiffuse;\n\t\t\t}\n\t \n\t\t\t#ifdef LIT_SPECULAR\n\t\t\t\tvec3 halfDir = normalize(-dLightDirNormW + viewDir);\n\t\t\t\t\n\t\t\t\t#ifdef LIT_SPECULAR_FRESNEL\n\t\t\t\t\tdSpecularLight += \n\t\t\t\t\t\tgetLightSpecular(halfDir, reflectionDir, worldNormal, viewDir, dLightDirNormW, gloss, tbn) * falloffAttenuation * light.color * cookieAttenuation * \n\t\t\t\t\t\tgetFresnel(\n\t\t\t\t\t\t\tdot(viewDir, halfDir), \n\t\t\t\t\t\t\tgloss, \n\t\t\t\t\t\t\tspecularity\n\t\t\t\t\t\t#if defined(LIT_IRIDESCENCE)\n\t\t\t\t\t\t\t, iridescenceFresnel,\n\t\t\t\t\t\t\tiridescence_intensity\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t);\n\t\t\t\t#else\n\t\t\t\t\tdSpecularLight += getLightSpecular(halfDir, reflectionDir, worldNormal, viewDir, dLightDirNormW, gloss, tbn) * falloffAttenuation * light.color * cookieAttenuation * specularity;\n\t\t\t\t#endif\n\t\t\t\t#ifdef LIT_CLEARCOAT\n\t\t\t\t\t#ifdef LIT_SPECULAR_FRESNEL\n\t\t\t\t\t\tccSpecularLight += getLightSpecular(halfDir, clearcoatReflectionDir, clearcoat_worldNormal, viewDir, dLightDirNormW, clearcoat_gloss, tbn) * falloffAttenuation * light.color * cookieAttenuation * getFresnelCC(dot(viewDir, halfDir));\n\t\t\t\t\t#else\n\t\t\t\t\t\tccSpecularLight += getLightSpecular(halfDir, clearcoatReflectionDir, clearcoat_worldNormal, viewDir, dLightDirNormW, clearcoat_gloss, tbn) * falloffAttenuation * light.color * cookieAttenuation; \n\t\t\t\t\t#endif\n\t\t\t\t#endif\n\t\t\t\t#ifdef LIT_SHEEN\n\t\t\t\t\tsSpecularLight += getLightSpecularSheen(halfDir, worldNormal, viewDir, dLightDirNormW, sheen_gloss) * falloffAttenuation * light.color * cookieAttenuation;\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t}\n\t}\n\tdAtten = falloffAttenuation;\n\tdAttenD = diffuseAttenuation;\n\tdAtten3 = cookieAttenuation;\n}\nvoid evaluateClusterLight(\n\tfloat lightIndex, \n\tvec3 worldNormal, \n\tvec3 viewDir, \n\tvec3 reflectionDir, \n#if defined(LIT_CLEARCOAT)\n\tvec3 clearcoatReflectionDir,\n#endif\n\tfloat gloss, \n\tvec3 specularity, \n\tvec3 geometricNormal, \n\tmat3 tbn, \n#if defined(LIT_IRIDESCENCE)\n\tvec3 iridescenceFresnel,\n#endif\n\tvec3 clearcoat_worldNormal,\n\tfloat clearcoat_gloss,\n\tfloat sheen_gloss,\n\tfloat iridescence_intensity\n) {\n\tClusterLightData clusterLightData;\n\tdecodeClusterLightCore(clusterLightData, lightIndex);\n\tif (acceptLightMask(clusterLightData))\n\t\tevaluateLight(\n\t\t\tclusterLightData, \n\t\t\tworldNormal, \n\t\t\tviewDir, \n\t\t\treflectionDir, \n#if defined(LIT_CLEARCOAT)\n\t\t\tclearcoatReflectionDir, \n#endif\n\t\t\tgloss, \n\t\t\tspecularity, \n\t\t\tgeometricNormal, \n\t\t\ttbn, \n#if defined(LIT_IRIDESCENCE)\n\t\t\tiridescenceFresnel,\n#endif\n\t\t\tclearcoat_worldNormal,\n\t\t\tclearcoat_gloss,\n\t\t\tsheen_gloss,\n\t\t\tiridescence_intensity\n\t\t);\n}\nvoid addClusteredLights(\n\tvec3 worldNormal, \n\tvec3 viewDir, \n\tvec3 reflectionDir, \n#if defined(LIT_CLEARCOAT)\n\tvec3 clearcoatReflectionDir,\n#endif\n\tfloat gloss, \n\tvec3 specularity, \n\tvec3 geometricNormal, \n\tmat3 tbn, \n#if defined(LIT_IRIDESCENCE)\n\tvec3 iridescenceFresnel,\n#endif\n\tvec3 clearcoat_worldNormal,\n\tfloat clearcoat_gloss,\n\tfloat sheen_gloss,\n\tfloat iridescence_intensity\n) {\n\tif (clusterSkip > 0.5)\n\t\treturn;\n\tvec3 cellCoords = floor((vPositionW - clusterBoundsMin) * clusterCellsCountByBoundsSize);\n\tif (!(any(lessThan(cellCoords, vec3(0.0))) || any(greaterThanEqual(cellCoords, clusterCellsMax)))) {\n\t\tfloat cellIndex = dot(clusterCellsDot, cellCoords);\n\t\tfloat clusterV = floor(cellIndex * clusterTextureSize.y);\n\t\tfloat clusterU = cellIndex - (clusterV * clusterTextureSize.x);\n\t\t#ifdef GL2\n\t\t\tfor (int lightCellIndex = 0; lightCellIndex < clusterMaxCells; lightCellIndex++) {\n\t\t\t\tfloat lightIndex = texelFetch(clusterWorldTexture, ivec2(int(clusterU) + lightCellIndex, clusterV), 0).x;\n\t\t\t\tif (lightIndex <= 0.0)\n\t\t\t\t\t\treturn;\n\t\t\t\tevaluateClusterLight(\n\t\t\t\t\tlightIndex * 255.0, \n\t\t\t\t\tworldNormal, \n\t\t\t\t\tviewDir, \n\t\t\t\t\treflectionDir,\n#if defined(LIT_CLEARCOAT)\n\t\t\t\t\tclearcoatReflectionDir,\n#endif\n\t\t\t\t\tgloss, \n\t\t\t\t\tspecularity, \n\t\t\t\t\tgeometricNormal, \n\t\t\t\t\ttbn, \n#if defined(LIT_IRIDESCENCE)\n\t\t\t\t\tiridescenceFresnel,\n#endif\n\t\t\t\t\tclearcoat_worldNormal,\n\t\t\t\t\tclearcoat_gloss,\n\t\t\t\t\tsheen_gloss,\n\t\t\t\t\tiridescence_intensity\n\t\t\t\t); \n\t\t\t}\n\t\t#else\n\t\t\tclusterV = (clusterV + 0.5) * clusterTextureSize.z;\n\t\t\tconst float maxLightCells = 256.0;\n\t\t\tfor (float lightCellIndex = 0.5; lightCellIndex < maxLightCells; lightCellIndex++) {\n\t\t\t\tfloat lightIndex = texture2DLodEXT(clusterWorldTexture, vec2(clusterTextureSize.y * (clusterU + lightCellIndex), clusterV), 0.0).x;\n\t\t\t\tif (lightIndex <= 0.0)\n\t\t\t\t\treturn;\n\t\t\t\t\n\t\t\t\tevaluateClusterLight(\n\t\t\t\t\tlightIndex * 255.0, \n\t\t\t\t\tworldNormal, \n\t\t\t\t\tviewDir, \n\t\t\t\t\treflectionDir,\n#if defined(LIT_CLEARCOAT)\n\t\t\t\t\tclearcoatReflectionDir,\n#endif\n\t\t\t\t\tgloss, \n\t\t\t\t\tspecularity, \n\t\t\t\t\tgeometricNormal, \n\t\t\t\t\ttbn, \n#if defined(LIT_IRIDESCENCE)\n\t\t\t\t\tiridescenceFresnel,\n#endif\n\t\t\t\t\tclearcoat_worldNormal,\n\t\t\t\t\tclearcoat_gloss,\n\t\t\t\t\tsheen_gloss,\n\t\t\t\t\tiridescence_intensity\n\t\t\t\t); \n\t\t\t\tif (lightCellIndex >= clusterMaxCells) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t#endif\n\t}\n}\n";export{t as default};