@animech-public/playcanvas
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PlayCanvas WebGL game engine
2 lines (1 loc) • 1.5 kB
JavaScript
var e="\n#ifndef ENV_ATLAS\n#define ENV_ATLAS\nuniform sampler2D texture_envAtlas;\n#endif\nuniform float material_reflectivity;\nfloat shinyMipLevel(vec2 uv) {\n\tvec2 dx = dFdx(uv);\n\tvec2 dy = dFdy(uv);\n\tvec2 uv2 = vec2(fract(uv.x + 0.5), uv.y);\n\tvec2 dx2 = dFdx(uv2);\n\tvec2 dy2 = dFdy(uv2);\n\tfloat maxd = min(max(dot(dx, dx), dot(dy, dy)), max(dot(dx2, dx2), dot(dy2, dy2)));\n\treturn clamp(0.5 * log2(maxd) - 1.0 + textureBias, 0.0, 5.0);\n}\nvec3 calcReflection(vec3 reflDir, float gloss) {\n\tvec3 dir = cubeMapProject(reflDir) * vec3(-1.0, 1.0, 1.0);\n\tvec2 uv = toSphericalUv(dir);\n\tfloat level = saturate(1.0 - gloss) * 5.0;\n\tfloat ilevel = floor(level);\n\tfloat level2 = shinyMipLevel(uv * atlasSize);\n\tfloat ilevel2 = floor(level2);\n\tvec2 uv0, uv1;\n\tfloat weight;\n\tif (ilevel == 0.0) {\n\t\tuv0 = mapShinyUv(uv, ilevel2);\n\t\tuv1 = mapShinyUv(uv, ilevel2 + 1.0);\n\t\tweight = level2 - ilevel2;\n\t} else {\n\t\tuv0 = uv1 = mapRoughnessUv(uv, ilevel);\n\t\tweight = 0.0;\n\t}\n\tvec3 linearA = $DECODE(texture2D(texture_envAtlas, uv0));\n\tvec3 linearB = $DECODE(texture2D(texture_envAtlas, uv1));\n\tvec3 linear0 = mix(linearA, linearB, weight);\n\tvec3 linear1 = $DECODE(texture2D(texture_envAtlas, mapRoughnessUv(uv, ilevel + 1.0)));\n\treturn processEnvironment(mix(linear0, linear1, level - ilevel));\n}\nvoid addReflection(vec3 reflDir, float gloss) { \n\tdReflection += vec4(calcReflection(reflDir, gloss), material_reflectivity);\n}\n";export{e as default};