@babylonjs/viewer
Version:
The Babylon Viewer aims to simplify a specific but common Babylon.js use case: loading, viewing, and interacting with a 3D model.
162 lines (157 loc) • 8.72 kB
JavaScript
import { S as ShaderStore } from './index-MZPybX0H.esm.js';
import './samplerFragmentDeclaration-3tdaMBSe.esm.js';
// Do not edit.
const name$2 = "bumpFragmentMainFunctions";
const shader$2 = `
fn TEXRD(t: texture_2d<f32>,ts: sampler,uv: vec2f)->vec4f {return textureSample(t,ts,uv);}
varying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;
uniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f
{var a00=m[0][0];var a01=m[0][1];var a02=m[0][2];var a03=m[0][3];var a10=m[1][0];var a11=m[1][1];var a12=m[1][2];var a13=m[1][3];var a20=m[2][0];
var a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0];
var a31=m[3][1];var a32=m[3][2];var a33=m[3][3];var b00=a00*a11-a01*a10;var b01=a00*a12-a02*a10;var b02=a00*a13-a03*a10;var b03=a01*a12-a02*a11;var b04=a01*a13-a03*a11;var b05=a02*a13-a03*a12;var b06=a20*a31-a21*a30;var b07=a20*a32-a22*a30;var b08=a20*a33-a23*a30;var b09=a21*a32-a22*a31;var b10=a21*a33-a23*a31;var b11=a22*a33-a23*a32;var det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;var mi=mat4x4<f32>(
(a11*b11-a12*b10+a13*b09)/det,
(a02*b10-a01*b11-a03*b09)/det,
(a31*b05-a32*b04+a33*b03)/det,
(a22*b04-a21*b05-a23*b03)/det,
(a12*b08-a10*b11-a13*b07)/det,
(a00*b11-a02*b08+a03*b07)/det,
(a32*b02-a30*b05-a33*b01)/det,
(a20*b05-a22*b02+a23*b01)/det,
(a10*b10-a11*b08+a13*b06)/det,
(a01*b08-a00*b10-a03*b06)/det,
(a30*b04-a31*b02+a33*b00)/det,
(a21*b02-a20*b04-a23*b00)/det,
(a11*b07-a10*b09-a12*b06)/det,
(a00*b09-a01*b07+a02*b06)/det,
(a31*b01-a30*b03-a32*b00)/det,
(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
mi[0][1],mi[1][1],mi[2][1],mi[3][1],
mi[0][2],mi[1][2],mi[2][2],mi[3][2],
mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
fn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f
{var output=normal;
output=normalize(output* vec3f(scale,scale,1.0));
return normalize(cotangentFrame*output);}
fn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f
{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
fn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f
{var dp1: vec3f=dpdx(p);var dp2: vec3f=dpdy(p);var duv1: vec2f=dpdx(uv);var duv2: vec2f=dpdy(uv);var dp2perp: vec3f=cross(dp2,normal);var dp1perp: vec3f=cross(normal,dp1);var tangent: vec3f=dp2perp*duv1.x+dp1perp*duv2.x;var bitangent: vec3f=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;var det: f32=max(dot(tangent,tangent),dot(bitangent,bitangent));var invmax: f32=select(inverseSqrt(det),0.0,det==0.0);return mat3x3f(tangent*invmax,bitangent*invmax,normal);}
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name$2]) {
ShaderStore.IncludesShadersStoreWGSL[name$2] = shader$2;
}
/** @internal */
const bumpFragmentMainFunctionsWGSL = { name: name$2, shader: shader$2 };
// Do not edit.
const name$1 = "bumpFragmentFunctions";
const shader$1 = `
const minSamples: f32=4.;const maxSamples: f32=15.;const iMaxSamples: i32=15;fn parallaxOcclusion(vViewDirCoT: vec3f,vNormalCoT: vec3f,texCoord: vec2f,parallaxScale: f32)->vec2f {var parallaxLimit: f32=length(vViewDirCoT.xy)/vViewDirCoT.z;parallaxLimit*=parallaxScale;var vOffsetDir: vec2f=normalize(vViewDirCoT.xy);var vMaxOffset: vec2f=vOffsetDir*parallaxLimit;var numSamples: f32=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));var stepSize: f32=1.0/numSamples;var currRayHeight: f32=1.0;var vCurrOffset: vec2f= vec2f(0,0);var vLastOffset: vec2f= vec2f(0,0);var lastSampledHeight: f32=1.0;var currSampledHeight: f32=1.0;var keepWorking: bool=true;for (var i: i32=0; i<iMaxSamples; i++)
{currSampledHeight=textureSample(bumpSampler,bumpSamplerSampler,texCoord+vCurrOffset).w;if (!keepWorking)
{}
else if (currSampledHeight>currRayHeight)
{var delta1: f32=currSampledHeight-currRayHeight;var delta2: f32=(currRayHeight+stepSize)-lastSampledHeight;var ratio: f32=delta1/(delta1+delta2);vCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;keepWorking=false;}
else
{currRayHeight-=stepSize;vLastOffset=vCurrOffset;
vCurrOffset-=stepSize*vMaxOffset;
vCurrOffset+=stepSize*vMaxOffset;
lastSampledHeight=currSampledHeight;}}
return vCurrOffset;}
fn parallaxOffset(viewDir: vec3f,heightScale: f32)->vec2f
{var height: f32=textureSample(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).w;var texCoordOffset: vec2f=heightScale*viewDir.xy*height;
return texCoordOffset;
return -texCoordOffset;
}
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name$1]) {
ShaderStore.IncludesShadersStoreWGSL[name$1] = shader$1;
}
/** @internal */
const bumpFragmentFunctionsWGSL = { name: name$1, shader: shader$1 };
// Do not edit.
const name = "bumpFragment";
const shader = `var uvOffset: vec2f= vec2f(0.0,0.0);
var normalScale: f32=1.0;
var normalScale: f32=uniforms.vBumpInfos.y;
var normalScale: f32=1.0;
var TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);
var TBNUV: vec2f=select(-fragmentInputs.vBumpUV,fragmentInputs.vBumpUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);
var TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));
var TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);
var TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));
var invTBN: mat3x3f=transposeMat3(TBN);
uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,fragmentInputs.vBumpUV,uniforms.vBumpInfos.z);
uvOffset=parallaxOffset(invTBN*viewDirectionW,uniforms.vBumpInfos.z);
var detailColor: vec4f=textureSample(detailSampler,detailSamplerSampler,fragmentInputs.vDetailUV+uvOffset);var detailNormalRG: vec2f=detailColor.wy*2.0-1.0;var detailNormalB: f32=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));var detailNormal: vec3f= vec3f(detailNormalRG,detailNormalB);
normalW=normalize(TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);
normalW=perturbNormal(TBN,TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz,uniforms.vBumpInfos.y);
var bumpNormal: vec3f=TEXRD(bumpSampler,bumpSamplerSampler,fragmentInputs.vBumpUV+uvOffset).xyz*2.0-1.0;
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z));
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);bumpNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal;
normalW=perturbNormalBase(TBN,blendedNormal,uniforms.vBumpInfos.y);
detailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStoreWGSL[name]) {
ShaderStore.IncludesShadersStoreWGSL[name] = shader;
}
/** @internal */
const bumpFragmentWGSL = { name, shader };
export { bumpFragmentFunctionsWGSL as a, bumpFragmentMainFunctionsWGSL as b, bumpFragmentWGSL as c };
//# sourceMappingURL=bumpFragment-BsOq3kZt.esm.js.map