@arcgis/core
Version:
ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API
87 lines (85 loc) • 4.25 kB
JavaScript
/*
All material copyright ESRI, All Rights Reserved, unless otherwise specified.
See https://js.arcgis.com/4.32/esri/copyright.txt for details.
*/
import{AnalyticalSkyModel as e}from"./AnalyticalSkyModel.glsl.js";import{PBRMode as o}from"./PhysicallyBasedRenderingParameters.glsl.js";import{PiUtils as t}from"./PiUtils.glsl.js";import{glsl as a}from"../../shaderModules/glsl.js";function n(n,r){const l=n.fragment.code;n.include(t),r.pbrMode!==o.Normal&&r.pbrMode!==o.Schematic&&r.pbrMode!==o.Simplified&&r.pbrMode!==o.TerrainWithWater||(l.add(a`float normalDistribution(float NdotH, float roughness)
{
float a = NdotH * roughness;
float b = roughness / (1.0 - NdotH * NdotH + a * a);
return b * b * INV_PI;
}`),l.add(a`const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
const vec4 c1 = vec4( 1.0, 0.0425, 1.040, -0.040);
const vec2 c2 = vec2(-1.04, 1.04);
vec2 prefilteredDFGAnalytical(float roughness, float NdotV) {
vec4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;
return c2 * a004 + r.zw;
}`)),r.pbrMode!==o.Normal&&r.pbrMode!==o.Schematic||(n.include(e),l.add(a`struct PBRShadingInfo
{
float NdotV;
float LdotH;
float NdotNG;
float RdotNG;
float NdotAmbDir;
float NdotH_Horizon;
vec3 skyRadianceToSurface;
vec3 groundRadianceToSurface;
vec3 skyIrradianceToSurface;
vec3 groundIrradianceToSurface;
float averageAmbientRadiance;
float ssao;
vec3 albedoLinear;
vec3 f0;
vec3 f90;
vec3 diffuseColor;
float metalness;
float roughness;
};`),l.add(a`vec3 evaluateEnvironmentIllumination(PBRShadingInfo inputs) {
vec3 indirectDiffuse = evaluateDiffuseIlluminationHemisphere(inputs.groundIrradianceToSurface, inputs.skyIrradianceToSurface, inputs.NdotNG);
vec3 indirectSpecular = evaluateSpecularIlluminationHemisphere(inputs.groundRadianceToSurface, inputs.skyRadianceToSurface, inputs.RdotNG, inputs.roughness);
vec3 diffuseComponent = inputs.diffuseColor * indirectDiffuse * INV_PI;
vec2 dfg = prefilteredDFGAnalytical(inputs.roughness, inputs.NdotV);
vec3 specularColor = inputs.f0 * dfg.x + inputs.f90 * dfg.y;
vec3 specularComponent = specularColor * indirectSpecular;
return (diffuseComponent + specularComponent);
}`),l.add(a`float gamutMapChanel(float x, vec2 p){
return (x < p.x) ? mix(0.0, p.y, x/p.x) : mix(p.y, 1.0, (x - p.x) / (1.0 - p.x) );
}`),l.add(a`vec3 blackLevelSoftCompression(vec3 inColor, PBRShadingInfo inputs){
vec3 outColor;
vec2 p = vec2(0.02 * (inputs.averageAmbientRadiance), 0.0075 * (inputs.averageAmbientRadiance));
outColor.x = gamutMapChanel(inColor.x, p) ;
outColor.y = gamutMapChanel(inColor.y, p) ;
outColor.z = gamutMapChanel(inColor.z, p) ;
return outColor;
}`))}function r(e,o){const n=e.fragment.code;e.include(t),n.add(a`
struct PBRShadingWater
{
float NdotL; // cos angle between normal and light direction
float NdotV; // cos angle between normal and view direction
float NdotH; // cos angle between normal and half vector
float VdotH; // cos angle between view direction and half vector
float LdotH; // cos angle between light direction and half vector
float VdotN; // cos angle between view direction and normal vector
};
float dtrExponent = ${o.useCustomDTRExponentForWater?"2.2":"2.0"};
`),n.add(a`vec3 fresnelReflection(float angle, vec3 f0, float f90) {
return f0 + (f90 - f0) * pow(1.0 - angle, 5.0);
}`),n.add(a`float normalDistributionWater(float NdotH, float roughness)
{
float r2 = roughness * roughness;
float NdotH2 = NdotH * NdotH;
float denom = pow((NdotH2 * (r2 - 1.0) + 1.0), dtrExponent) * PI;
return r2 / denom;
}`),n.add(a`float geometricOcclusionKelemen(float LoH)
{
return 0.25 / (LoH * LoH);
}`),n.add(a`vec3 brdfSpecularWater(in PBRShadingWater props, float roughness, vec3 F0, float F0Max)
{
vec3 F = fresnelReflection(props.VdotH, F0, F0Max);
float dSun = normalDistributionWater(props.NdotH, roughness);
float V = geometricOcclusionKelemen(props.LdotH);
float diffusionSunHaze = mix(roughness + 0.045, roughness + 0.385, 1.0 - props.VdotH);
float strengthSunHaze = 1.2;
float dSunHaze = normalDistributionWater(props.NdotH, diffusionSunHaze) * strengthSunHaze;
return ((dSun + dSunHaze) * V) * F;
}`)}export{n as PhysicallyBasedRendering,r as PhysicallyBasedRenderingWater};