UNPKG

@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.

25 lines 1.69 kB
// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "pbrIBLFunctions"; const shader = `#if defined(REFLECTION) || defined(SS_REFRACTION) fn getLodFromAlphaG(cubeMapDimensionPixels: f32,microsurfaceAverageSlope: f32)->f32 {var microsurfaceAverageSlopeTexels: f32=cubeMapDimensionPixels*microsurfaceAverageSlope;var lod: f32=log2(microsurfaceAverageSlopeTexels);return lod;} fn getLinearLodFromRoughness(cubeMapDimensionPixels: f32,roughness: f32)->f32 {var lod: f32=log2(cubeMapDimensionPixels)*roughness;return lod;} #endif #if defined(ENVIRONMENTBRDF) && defined(RADIANCEOCCLUSION) fn environmentRadianceOcclusion(ambientOcclusion: f32,NdotVUnclamped: f32)->f32 {var temp: f32=NdotVUnclamped+ambientOcclusion;return saturate(temp*temp-1.0+ambientOcclusion);} #endif #if defined(ENVIRONMENTBRDF) && defined(HORIZONOCCLUSION) fn environmentHorizonOcclusion(view: vec3f,normal: vec3f,geometricNormal: vec3f)->f32 {var reflection: vec3f=reflect(view,normal);var temp: f32=saturate(1.0+1.1*dot(reflection,geometricNormal));return temp*temp;} #endif #if defined(LODINREFLECTIONALPHA) || defined(SS_LODINREFRACTIONALPHA) fn UNPACK_LOD(x: f32)->f32 {return (1.0-x)*255.0;} fn getLodFromAlphaGNdotV(cubeMapDimensionPixels: f32,alphaG: f32,NdotV: f32)->f32 {var microsurfaceAverageSlope: f32=alphaG;microsurfaceAverageSlope*=sqrt(abs(NdotV));return getLodFromAlphaG(cubeMapDimensionPixels,microsurfaceAverageSlope);} #endif `; // Sideeffect if (!ShaderStore.IncludesShadersStoreWGSL[name]) { ShaderStore.IncludesShadersStoreWGSL[name] = shader; } /** @internal */ export const pbrIBLFunctionsWGSL = { name, shader }; //# sourceMappingURL=pbrIBLFunctions.js.map