@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
73 lines • 4.24 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
const name = "reflectionFunction";
const shader = `vec3 computeFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)
{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0); }
vec3 computeMirroredFixedEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 direction)
{float lon=atan(direction.z,direction.x);float lat=acos(direction.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(1.0-s,t,0); }
vec3 computeEquirectangularCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
{vec3 cameraToVertex=normalize(worldPos.xyz-eyePosition);vec3 r=normalize(reflect(cameraToVertex,worldNormal));r=vec3(reflectionMatrix*vec4(r,0));float lon=atan(r.z,r.x);float lat=acos(r.y);vec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;float s=sphereCoords.x*0.5+0.5;float t=sphereCoords.y;return vec3(s,t,0);}
vec3 computeSphericalCoords(vec4 worldPos,vec3 worldNormal,mat4 view,mat4 reflectionMatrix)
{vec3 viewDir=normalize(vec3(view*worldPos));vec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));vec3 r=reflect(viewDir,viewNormal);r=vec3(reflectionMatrix*vec4(r,0));r.z=r.z-1.0;float m=2.0*length(r);return vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);}
vec3 computePlanarCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
{vec3 viewDir=worldPos.xyz-eyePosition;vec3 coords=normalize(reflect(viewDir,worldNormal));return vec3(reflectionMatrix*vec4(coords,1));}
vec3 computeCubicCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix)
{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=vec3(reflectionMatrix*vec4(coords,0));
coords.y*=-1.0;
return coords;}
vec3 computeCubicLocalCoords(vec4 worldPos,vec3 worldNormal,vec3 eyePosition,mat4 reflectionMatrix,vec3 reflectionSize,vec3 reflectionPosition)
{vec3 viewDir=normalize(worldPos.xyz-eyePosition);vec3 coords=reflect(viewDir,worldNormal);coords=parallaxCorrectNormal(worldPos.xyz,coords,reflectionSize,reflectionPosition);coords=vec3(reflectionMatrix*vec4(coords,0));
coords.y*=-1.0;
return coords;}
vec3 computeProjectionCoords(vec4 worldPos,mat4 view,mat4 reflectionMatrix)
{return vec3(reflectionMatrix*(view*worldPos));}
vec3 computeSkyBoxCoords(vec3 positionW,mat4 reflectionMatrix)
{return vec3(reflectionMatrix*vec4(positionW,1.));}
vec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)
{
vec3 direction=normalize(vDirectionW);return computeMirroredFixedEquirectangularCoords(worldPos,worldNormal,direction);
vec3 direction=normalize(vDirectionW);return computeFixedEquirectangularCoords(worldPos,worldNormal,direction);
return computeEquirectangularCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
return computeSphericalCoords(worldPos,worldNormal,view,reflectionMatrix);
return computePlanarCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
return computeCubicLocalCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix,vReflectionSize,vReflectionPosition);
return computeCubicCoords(worldPos,worldNormal,vEyePosition.xyz,reflectionMatrix);
return computeProjectionCoords(worldPos,view,reflectionMatrix);
return computeSkyBoxCoords(vPositionUVW,reflectionMatrix);
return vec3(0,0,0);
}
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
ShaderStore.IncludesShadersStore[name] = shader;
}
/** @internal */
export const reflectionFunction = { name, shader };
//# sourceMappingURL=reflectionFunction.js.map