@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.
1 lines • 91.8 kB
JavaScript
import{S as e}from"./index-BPURObVq.esm.min.js";import{p as n,o as r,t as a,d as t,a as i}from"./oitFragment-D_fyGph_.esm.min.js";import{s as o}from"./sceneUboDeclaration-BlOB2RUY.esm.min.js";import{m as f}from"./meshUboDeclaration-CnWBjnGc.esm.min.js";import{o as s}from"./openpbrUboDeclaration-BdbD1OBw.esm.min.js";import{m as l}from"./mainUVVaryingDeclaration-iJEPKiQc.esm.min.js";import{p as c,s as _,a as m,b as d,c as u,d as g,e as p,f as v,g as E,h as S,i as I}from"./pbrDebug-CFLaxntG.esm.min.js";import{l as h,s as R,a as N,c as T}from"./shadowsFragmentFunctions-MQMOE5sm.esm.min.js";import{s as A}from"./samplerFragmentDeclaration-BFOMxz7n.esm.min.js";import{p as b,a as L}from"./pbrIBLFunctions-C9qPARbJ.esm.min.js";import{i as F,a as O}from"./imageProcessingFunctions-Dykqwc0Y.esm.min.js";import{c as D,a as C}from"./clipPlaneFragment-ELAd64Ls.esm.min.js";import{l as P}from"./logDepthDeclaration-Dfi1mLaK.esm.min.js";import{f as x,a as M}from"./fogFragment-BO2xqg06.esm.min.js";import{h as G}from"./helperFunctions-T6LSXWWf.esm.min.js";import{i as y,h as z}from"./hdrFilteringFunctions-oX9Sx_LC.esm.min.js";import{h as W}from"./harmonicsFunctions-CJ0pWIzK.esm.min.js";import{p as U}from"./pbrBRDFFunctions-DX0WY6z1.esm.min.js";import{r as w}from"./reflectionFunction-Cft2n2Qr.esm.min.js";import{o as X,a as H,b as V,d as B,c as k}from"./openpbrTransmissionLayerData-CmgoEIkh.esm.min.js";import{l as Y}from"./logDepthFragment-D_zYvmxE.esm.min.js";const Z="openpbrFragmentSamplersDeclaration",j="#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_COLOR,_VARYINGNAME_,BaseColor,_SAMPLERNAME_,baseColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_WEIGHT,_VARYINGNAME_,BaseWeight,_SAMPLERNAME_,baseWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_DIFFUSE_ROUGHNESS,_VARYINGNAME_,BaseDiffuseRoughness,_SAMPLERNAME_,baseDiffuseRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,BASE_METALNESS,_VARYINGNAME_,BaseMetalness,_SAMPLERNAME_,baseMetalness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_WEIGHT,_VARYINGNAME_,SpecularWeight,_SAMPLERNAME_,specularWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_COLOR,_VARYINGNAME_,SpecularColor,_SAMPLERNAME_,specularColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS,_VARYINGNAME_,SpecularRoughness,_SAMPLERNAME_,specularRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,SpecularRoughnessAnisotropy,_SAMPLERNAME_,specularRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_WEIGHT,_VARYINGNAME_,TransmissionWeight,_SAMPLERNAME_,transmissionWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_COLOR,_VARYINGNAME_,TransmissionColor,_SAMPLERNAME_,transmissionColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_DEPTH,_VARYINGNAME_,TransmissionDepth,_SAMPLERNAME_,transmissionDepth)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_SCATTER,_VARYINGNAME_,TransmissionScatter,_SAMPLERNAME_,transmissionScatter)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,TRANSMISSION_DISPERSION_SCALE,_VARYINGNAME_,TransmissionDispersionScale,_SAMPLERNAME_,transmissionDispersionScale)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_WEIGHT,_VARYINGNAME_,SubsurfaceWeight,_SAMPLERNAME_,subsurfaceWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_COLOR,_VARYINGNAME_,SubsurfaceColor,_SAMPLERNAME_,subsurfaceColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,SUBSURFACE_RADIUS_SCALE,_VARYINGNAME_,SubsurfaceRadiusScale,_SAMPLERNAME_,subsurfaceRadiusScale)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_WEIGHT,_VARYINGNAME_,CoatWeight,_SAMPLERNAME_,coatWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_COLOR,_VARYINGNAME_,CoatColor,_SAMPLERNAME_,coatColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS,_VARYINGNAME_,CoatRoughness,_SAMPLERNAME_,coatRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_ROUGHNESS_ANISOTROPY,_VARYINGNAME_,CoatRoughnessAnisotropy,_SAMPLERNAME_,coatRoughnessAnisotropy)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,COAT_DARKENING,_VARYINGNAME_,CoatDarkening,_SAMPLERNAME_,coatDarkening)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_WEIGHT,_VARYINGNAME_,FuzzWeight,_SAMPLERNAME_,fuzzWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_COLOR,_VARYINGNAME_,FuzzColor,_SAMPLERNAME_,fuzzColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,FUZZ_ROUGHNESS,_VARYINGNAME_,FuzzRoughness,_SAMPLERNAME_,fuzzRoughness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_OPACITY,_VARYINGNAME_,GeometryOpacity,_SAMPLERNAME_,geometryOpacity)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_TANGENT,_VARYINGNAME_,GeometryTangent,_SAMPLERNAME_,geometryTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_TANGENT,_VARYINGNAME_,GeometryCoatTangent,_SAMPLERNAME_,geometryCoatTangent)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_THICKNESS,_VARYINGNAME_,GeometryThickness,_SAMPLERNAME_,geometryThickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSION_COLOR,_VARYINGNAME_,EmissionColor,_SAMPLERNAME_,emissionColor)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_WEIGHT,_VARYINGNAME_,ThinFilmWeight,_SAMPLERNAME_,thinFilmWeight)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,THIN_FILM_THICKNESS,_VARYINGNAME_,ThinFilmThickness,_SAMPLERNAME_,thinFilmThickness)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT_OCCLUSION,_VARYINGNAME_,AmbientOcclusion,_SAMPLERNAME_,ambientOcclusion)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal)\n#include<pbrFragmentReflectionDeclaration>\n#ifdef ENVIRONMENTBRDF\nvar environmentBrdfSamplerSampler: sampler;var environmentBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef FUZZENVIRONMENTBRDF\nvar environmentFuzzBrdfSamplerSampler: sampler;var environmentFuzzBrdfSampler: texture_2d<f32>;\n#endif\n#ifdef REFRACTED_BACKGROUND\nvar backgroundRefractionSamplerSampler: sampler;var backgroundRefractionSampler: texture_2d<f32>;\n#endif\n#ifdef USE_IRRADIANCE_TEXTURE_FOR_SCATTERING\nvar sceneIrradianceSampler: texture_2d<f32>;var sceneDepthSampler: texture_2d<f32>;\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING)\nvar blueNoiseSamplerSampler: sampler;var blueNoiseSampler: texture_2d<f32>;\n#endif\n#ifdef IBL_CDF_FILTERING\nvar icdfSamplerSampler: sampler;var icdfSampler: texture_2d<f32>;\n#endif\n";e.IncludesShadersStoreWGSL[Z]||(e.IncludesShadersStoreWGSL[Z]=j);const q={name:Z,shader:j},K="openpbrNormalMapFragmentMainFunctions",Q="#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(ANISOTROPIC) || defined(FUZZ) || defined(DETAIL)\n#if defined(TANGENT) && defined(NORMAL) \nvarying vTBN0: vec3f;varying vTBN1: vec3f;varying vTBN2: vec3f;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform normalMatrix: mat4x4f;fn toNormalMatrix(m: mat4x4f)->mat4x4f\n{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]; \nvar a21=m[2][1];var a22=m[2][2];var a23=m[2][3];var a30=m[3][0]; \nvar 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>(\n(a11*b11-a12*b10+a13*b09)/det,\n(a02*b10-a01*b11-a03*b09)/det,\n(a31*b05-a32*b04+a33*b03)/det,\n(a22*b04-a21*b05-a23*b03)/det,\n(a12*b08-a10*b11-a13*b07)/det,\n(a00*b11-a02*b08+a03*b07)/det,\n(a32*b02-a30*b05-a33*b01)/det,\n(a20*b05-a22*b02+a23*b01)/det,\n(a10*b10-a11*b08+a13*b06)/det,\n(a01*b08-a00*b10-a03*b06)/det,\n(a30*b04-a31*b02+a33*b00)/det,\n(a21*b02-a20*b04-a23*b00)/det,\n(a11*b07-a10*b09-a12*b06)/det,\n(a00*b09-a01*b07+a02*b06)/det,\n(a31*b01-a30*b03-a32*b00)/det,\n(a20*b03-a21*b01+a22*b00)/det);return mat4x4<f32>(mi[0][0],mi[1][0],mi[2][0],mi[3][0],\nmi[0][1],mi[1][1],mi[2][1],mi[3][1],\nmi[0][2],mi[1][2],mi[2][2],mi[3][2],\nmi[0][3],mi[1][3],mi[2][3],mi[3][3]);}\n#endif\nfn perturbNormalBase(cotangentFrame: mat3x3f,normal: vec3f,scale: f32)->vec3f\n{var output=normal;\n#ifdef NORMALXYSCALE\noutput=normalize(output* vec3f(scale,scale,1.0));\n#endif\nreturn normalize(cotangentFrame*output);}\nfn perturbNormal(cotangentFrame: mat3x3f,textureSample: vec3f,scale: f32)->vec3f\n{return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}\nfn cotangent_frame(normal: vec3f,p: vec3f,uv: vec2f,tangentSpaceParams: vec2f)->mat3x3f\n{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);}\n#endif\n";e.IncludesShadersStoreWGSL[K]||(e.IncludesShadersStoreWGSL[K]=Q);const J={name:K,shader:Q},$="openpbrNormalMapFragmentFunctions",ee="#if defined(GEOMETRY_NORMAL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_NORMAL,_VARYINGNAME_,GeometryNormal,_SAMPLERNAME_,geometryNormal)\n#endif\n#if defined(GEOMETRY_COAT_NORMAL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,GEOMETRY_COAT_NORMAL,_VARYINGNAME_,GeometryCoatNormal,_SAMPLERNAME_,geometryCoatNormal)\n#endif\n#if defined(DETAIL)\n#include<samplerFragmentDeclaration>(_DEFINENAME_,DETAIL,_VARYINGNAME_,Detail,_SAMPLERNAME_,detail)\n#endif\n#if defined(GEOMETRY_NORMAL) && defined(PARALLAX)\nconst 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++)\n{currSampledHeight=textureSample(geometryNormalSampler,geometryNormalSamplerSampler,texCoord+vCurrOffset).w;if (!keepWorking)\n{}\nelse if (currSampledHeight>currRayHeight)\n{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;}\nelse\n{currRayHeight-=stepSize;vLastOffset=vCurrOffset;\n#ifdef PARALLAX_RHS\nvCurrOffset-=stepSize*vMaxOffset;\n#else\nvCurrOffset+=stepSize*vMaxOffset;\n#endif\nlastSampledHeight=currSampledHeight;}}\nreturn vCurrOffset;}\nfn parallaxOffset(viewDir: vec3f,heightScale: f32)->vec2f\n{var height: f32=textureSample(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).w;var texCoordOffset: vec2f=heightScale*viewDir.xy*height;\n#ifdef PARALLAX_RHS\nreturn texCoordOffset;\n#else\nreturn -texCoordOffset;\n#endif\n}\n#endif\n";e.IncludesShadersStoreWGSL[$]||(e.IncludesShadersStoreWGSL[$]=ee);const ne={name:$,shader:ee},re="openpbrConductorReflectance",ae="#define pbr_inline\nfn conductorReflectance(baseColor: vec3f,specularColor: vec3f,specularWeight: f32)->ReflectanceParams\n{var outParams: ReflectanceParams;\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR)\noutParams.coloredF0=baseColor*specularWeight;outParams.coloredF90=specularColor*specularWeight;\n#else\noutParams.coloredF0=baseColor;outParams.coloredF90=vec3f(1.0f);\n#endif\noutParams.F0=1.0f;outParams.F90=1.0f;return outParams;}";e.IncludesShadersStoreWGSL[re]||(e.IncludesShadersStoreWGSL[re]=ae);const te={name:re,shader:ae},ie="openpbrAmbientOcclusionFunctions",oe="fn compute_specular_occlusion(n_dot_v: f32,metallic: f32,ambient_occlusion: f32,roughness: f32)->f32\n{let specular_occlusion: f32=saturate(pow(n_dot_v+ambient_occlusion,exp2(-16.0*roughness-1.0))-1.0+ambient_occlusion);return mix(specular_occlusion,1.0,metallic*square(1.0-roughness));}\n";e.IncludesShadersStoreWGSL[ie]||(e.IncludesShadersStoreWGSL[ie]=oe);const fe={name:ie,shader:oe},se="openpbrVolumeFunctions",le="struct OpenPBRHomogeneousVolume {extinction_coeff: vec3f, \nss_albedo: vec3f, \nmulti_scatter_color: vec3f, \nabsorption_coeff: vec3f, \nscatter_coeff: vec3f, \nanisotropy: f32, };fn computeOpenPBRTransmissionVolume(\ntransmission_color: vec3f,\ntransmission_depth: f32,\ntransmission_scatter: vec3f,\nanisotropy: f32\n)->OpenPBRHomogeneousVolume\n{var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;\n#ifdef GEOMETRY_THIN_WALLED\nvolumeParams.scatter_coeff=vec3f(1.0f);volumeParams.anisotropy=1.0f; \nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(1.0f);\n#else\nif (transmission_depth>0.0f) {let invDepth: vec3f=vec3f(1.f/maxEps(transmission_depth));volumeParams.extinction_coeff=-log(maxEpsVec3(transmission_color.rgb))*invDepth;volumeParams.scatter_coeff=transmission_scatter.rgb*invDepth;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}\nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=volumeParams.scatter_coeff/(volumeParams.extinction_coeff);} else {volumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;volumeParams.ss_albedo=vec3f(0.0f);}\n#endif\nreturn volumeParams;}\nfn computeOpenPBRSubsurfaceVolume(\nsubsurface_color: vec3f,\nsubsurface_radius: f32,\nsubsurface_radius_scale: vec3f,\nanisotropy: f32\n)->OpenPBRHomogeneousVolume\n{var volumeParams: OpenPBRHomogeneousVolume;volumeParams.absorption_coeff=vec3f(0.0f);volumeParams.scatter_coeff=vec3f(0.0f);volumeParams.anisotropy=anisotropy;volumeParams.multi_scatter_color=subsurface_color;let mfp: vec3f=subsurface_radius_scale*vec3f(subsurface_radius);volumeParams.extinction_coeff=vec3f(1.0f)/maxEpsVec3(mfp);volumeParams.ss_albedo=multiScatterToSingleScatterAlbedoWithAniso(subsurface_color,anisotropy);volumeParams.scatter_coeff=volumeParams.ss_albedo*volumeParams.extinction_coeff;volumeParams.absorption_coeff=volumeParams.extinction_coeff-volumeParams.scatter_coeff.rgb;let minCoeff: f32=min3(volumeParams.absorption_coeff);if (minCoeff<0.0f) {volumeParams.absorption_coeff-=vec3f(minCoeff);}\nvolumeParams.extinction_coeff=volumeParams.absorption_coeff+volumeParams.scatter_coeff;return volumeParams;}\nfn sss_pdf(r: f32,d: vec3f)->vec3f\n{let d_clamped=max(vec3f(1e-4f),d);return (exp(-r/d_clamped)+exp(-r/(3.0f*d_clamped)))/max(vec3f(1e-5f),8.0f*PI*d_clamped*r);}\nfn sss_samples_pdf(r: f32,d: f32)->f32\n{let d_clamped=max(1e-4f,d);return exp(-r/(3.0f*d_clamped))/(6.0f*PI*d_clamped*r);}\nfn sss_samples_icdf(x: f32,d: f32)->f32\n{let d_clamped=max(1e-4f,d);let x_clamped=max(1e-4f,x);return -3.0f*log(x_clamped)*d_clamped;}\nfn samples_scale(x: f32,d: f32)->f32\n{return 1.0f-exp(-x/(3.0f*d));}\nfn sss_get_position(depth_texture: texture_2d<f32>,tex_coord: vec2f,render_resolution: vec2f,inv_proj: mat4x4f)->vec3f\n{var P: vec4f=vec4f(tex_coord,textureLoad(depth_texture,vec2i(tex_coord*render_resolution),0).x,1.0f);P.x=2.0f*P.x-1.0f;P.y=2.0f*P.y-1.0f;P=inv_proj*P;return P.xyz/P.w;}\nfn sss_filter_scale(currZ: f32,proj: mat4x4f)->f32\n{return 1.0f/dot(vec2f(proj[2].w,proj[3].w),vec2f(currZ,1.0f));}\nfn projective_to_pixels(proj_dist: f32,proj: mat4x4f,resolution: vec2f)->f32\n{return proj_dist*proj[1][1]*resolution.y;}\nfn pixels_to_projective(pixel_dist: f32,proj: mat4x4f,resolution: vec2f)->f32\n{return pixel_dist/(proj[1][1]*resolution.y);}\nfn sss_convolve(sss_irradiance_texture: texture_2d<f32>,depth_texture: texture_2d<f32>,render_resolution: vec2f,d: vec3f,proj: mat4x4f,inv_proj: mat4x4f,sample_count: i32,noise: vec2f)->vec3f\n{let tex_coord: vec2f=fragmentInputs.position.xy/render_resolution;let unconvolved_irradiance: vec3f=textureLoad(sss_irradiance_texture,vec2i(fragmentInputs.position.xy),0).rgb;let curr_pos: vec3f=sss_get_position(depth_texture,tex_coord,render_resolution,inv_proj);var dmax: f32=max3(d);let max_dmax: f32=0.1*f32(sample_count);var d_adjusted=d;if (dmax>max_dmax)\n{d_adjusted*=max_dmax/dmax;dmax=max_dmax;}\nvar dz: f32=dmax*sss_filter_scale(curr_pos.z,proj);let projMat2d: mat2x2f=mat2x2f(proj[0].xy,proj[1].xy);if (determinant(projMat2d)*dz<1e-4f) {return unconvolved_irradiance;}\nlet overscan_size_in_pixels: f32=max(render_resolution.x,render_resolution.y)*0.1;let filter_crop_ratio: f32=0.8f; \nlet crop_radius: f32=projective_to_pixels(sss_samples_icdf(1.0f-filter_crop_ratio,dz),proj,render_resolution);if (crop_radius>overscan_size_in_pixels)\n{d_adjusted*=overscan_size_in_pixels/crop_radius;dz*=overscan_size_in_pixels/crop_radius;}\nlet filter_samples_scale: f32=samples_scale(pixels_to_projective(overscan_size_in_pixels,proj,render_resolution),dz);var irradiance_sum: vec3f=vec3f(0.0f);var weight_sum: vec3f=vec3f(0.0f);for (var i: i32=0; i<sample_count; i++)\n{var r: vec2f=fract(plasticSequence(u32(i))+noise);r.x*=TWO_PI;r.y*=filter_samples_scale;let icdf: f32=sss_samples_icdf(1.0-r.y,dz);let sample_uv: vec2f=tex_coord+icdf*projMat2d*vec2f(cos(r.x),sin(r.x));let sss_irradiance: vec4f=textureLoad(sss_irradiance_texture,vec2i(sample_uv*render_resolution),0);let dist: f32=distance(curr_pos,sss_get_position(depth_texture,sample_uv,render_resolution,inv_proj));if (dist>0.0f)\n{let weights: vec3f=sss_irradiance.a/sss_samples_pdf(icdf,dz)*sss_pdf(dist,d_adjusted);irradiance_sum+=weights*sss_irradiance.rgb;weight_sum+=weights;}}\nreturn vec3f(select(unconvolved_irradiance.r,irradiance_sum.r/weight_sum.r,weight_sum.r>=1e-5f),\nselect(unconvolved_irradiance.g,irradiance_sum.g/weight_sum.g,weight_sum.g>=1e-5f),\nselect(unconvolved_irradiance.b,irradiance_sum.b/weight_sum.b,weight_sum.b>=1e-5f));}\n";e.IncludesShadersStoreWGSL[se]||(e.IncludesShadersStoreWGSL[se]=le);const ce={name:se,shader:le},_e="openpbrNormalMapFragment",me="var uvOffset: vec2f= vec2f(0.0,0.0);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL) || defined(PARALLAX) || defined(DETAIL)\n#ifdef NORMALXYSCALE\nvar normalScale: f32=1.0;\n#elif defined(GEOMETRY_NORMAL)\nvar normalScale: f32=uniforms.vGeometryNormalInfos.y;\n#else\nvar normalScale: f32=1.0;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2); \n#elif defined(GEOMETRY_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryNormalUV,fragmentInputs.vGeometryNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#elif defined(GEOMETRY_COAT_NORMAL)\nvar TBNUV: vec2f=select(-fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.vGeometryCoatNormalUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV,uniforms.vTangentSpaceParams);\n#else\nvar TBNUV: vec2f=select(-fragmentInputs.vDetailUV,fragmentInputs.vDetailUV,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW*normalScale,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#elif defined(ANISOTROPIC) || defined(FUZZ)\n#if defined(TANGENT) && defined(NORMAL)\nvar TBN: mat3x3f=mat3x3<f32>(input.vTBN0,input.vTBN1,input.vTBN2);\n#else\nvar TBNUV: vec2f=select( -fragmentInputs.vMainUV1,fragmentInputs.vMainUV1,fragmentInputs.frontFacing);var TBN: mat3x3f=cotangent_frame(normalW,input.vPositionW,TBNUV, vec2f(1.,1.));\n#endif\n#endif\n#ifdef PARALLAX\nvar invTBN: mat3x3f=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\n#else\n#endif\n#endif\n#ifdef DETAIL\nvar 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);\n#endif\n#ifdef GEOMETRY_COAT_NORMAL\ncoatNormalW=perturbNormal(TBN,TEXRD(geometryCoatNormalSampler,geometryCoatNormalSamplerSampler,fragmentInputs.vGeometryCoatNormalUV+uvOffset).xyz,uniforms.vGeometryCoatNormalInfos.y);\n#endif\n#ifdef GEOMETRY_NORMAL\n#ifdef OBJECTSPACE_NORMALMAP\n#define CUSTOM_FRAGMENT_BUMP_FRAGMENT\nnormalW=normalize(TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV).xyz *2.0-1.0);normalW=normalize(mat3x3f(uniforms.normalMatrix[0].xyz,uniforms.normalMatrix[1].xyz,uniforms.normalMatrix[2].xyz)*normalW);\n#elif !defined(DETAIL)\nnormalW=perturbNormal(TBN,TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz,uniforms.vGeometryNormalInfos.y);\n#else\nvar sampledNormal: vec3f=TEXRD(geometryNormalSampler,geometryNormalSamplerSampler,fragmentInputs.vGeometryNormalUV+uvOffset).xyz*2.0-1.0;\n#if DETAIL_NORMALBLENDMETHOD==0 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);var blendedNormal: vec3f=normalize( vec3f(sampledNormal.xy+detailNormal.xy,sampledNormal.z*detailNormal.z));\n#elif DETAIL_NORMALBLENDMETHOD==1 \ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);sampledNormal+= vec3f(0.0,0.0,1.0);detailNormal*= vec3f(-1.0,-1.0,1.0);var blendedNormal: vec3f=sampledNormal*dot(sampledNormal,detailNormal)/sampledNormal.z-detailNormal;\n#endif\nnormalW=perturbNormalBase(TBN,blendedNormal,uniforms.vGeometryNormalInfos.y);\n#endif\n#elif defined(DETAIL)\ndetailNormal=vec3f(detailNormal.xy*uniforms.vDetailInfos.z,detailNormal.z);normalW=perturbNormalBase(TBN,detailNormal,uniforms.vDetailInfos.z);\n#endif\n";e.IncludesShadersStoreWGSL[_e]||(e.IncludesShadersStoreWGSL[_e]=me);const de={name:_e,shader:me},ue="openpbrBlockNormalFinal",ge="#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvar faceNormal: vec3f=normalize(cross(dpdx(fragmentInputs.vPositionW),dpdy(fragmentInputs.vPositionW)))*scene.vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=select(-faceNormal,faceNormal,fragmentInputs.frontFacing);\n#endif\nnormalW*=sign(dot(normalW,faceNormal));coatNormalW*=sign(dot(coatNormalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\n#if defined(MIRRORED)\nnormalW=select(normalW,-normalW,fragmentInputs.frontFacing);coatNormalW=select(coatNormalW,-coatNormalW,fragmentInputs.frontFacing);\n#else\nnormalW=select(-normalW,normalW,fragmentInputs.frontFacing);coatNormalW=select(-coatNormalW,coatNormalW,fragmentInputs.frontFacing);\n#endif\n#endif\n";e.IncludesShadersStoreWGSL[ue]||(e.IncludesShadersStoreWGSL[ue]=ge);const pe={name:ue,shader:ge},ve="openpbrBaseLayerData",Ee="var base_color=vec3f(0.8);var base_metalness: f32=0.0;var base_diffuse_roughness: f32=0.0;var specular_weight: f32=1.0;var specular_roughness: f32=0.3;var specular_color: vec3f=vec3f(1.0);var specular_roughness_anisotropy: f32=0.0;var specular_ior: f32=1.5;var alpha: f32=1.0;var geometry_tangent: vec2f=vec2f(1.0,0.0);var geometry_thickness: f32=0.0;\n#ifdef BASE_WEIGHT\nlet baseWeightFromTexture: vec4f=TEXRD(baseWeightSampler,baseWeightSamplerSampler,fragmentInputs.vBaseWeightUV+uvOffset);\n#endif\n#ifdef BASE_COLOR\nlet baseColorFromTexture: vec4f=TEXRD(baseColorSampler,baseColorSamplerSampler,fragmentInputs.vBaseColorUV+uvOffset);\n#endif\n#ifdef BASE_METALNESS\nlet metallicFromTexture: vec4f=TEXRD(baseMetalnessSampler,baseMetalnessSamplerSampler,fragmentInputs.vBaseMetalnessUV+uvOffset);\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nlet baseDiffuseRoughnessFromTexture: f32=TEXRD(baseDiffuseRoughnessSampler,baseDiffuseRoughnessSamplerSampler,fragmentInputs.vBaseDiffuseRoughnessUV+uvOffset).r;\n#endif\n#ifdef GEOMETRY_TANGENT\nlet geometryTangentFromTexture: vec3f=TEXRD(geometryTangentSampler,geometryTangentSamplerSampler,fragmentInputs.vGeometryTangentUV+uvOffset).rgb;\n#endif\n#ifdef SPECULAR_ROUGHNESS_ANISOTROPY\nlet anisotropyFromTexture: f32=TEXRD(specularRoughnessAnisotropySampler,specularRoughnessAnisotropySamplerSampler,fragmentInputs.vSpecularRoughnessAnisotropyUV+uvOffset).r*uniforms.vSpecularRoughnessAnisotropyInfos.y;\n#endif\n#ifdef GEOMETRY_OPACITY\nlet opacityFromTexture: vec4f=TEXRD(geometryOpacitySampler,geometryOpacitySamplerSampler,fragmentInputs.vGeometryOpacityUV+uvOffset);\n#endif\n#ifdef GEOMETRY_THICKNESS\nlet thicknessFromTexture: vec4f=TEXRD(geometryThicknessSampler,geometryThicknessSamplerSampler,fragmentInputs.vGeometryThicknessUV+uvOffset);\n#endif\n#ifdef DECAL\nlet decalFromTexture: vec4f=textureSample(decalSampler,decalSamplerSampler,fragmentInputs.vDecalUV+uvOffset);\n#endif\n#ifdef SPECULAR_COLOR\nlet specularColorFromTexture: vec4f=TEXRD(specularColorSampler,specularColorSamplerSampler,fragmentInputs.vSpecularColorUV+uvOffset);\n#endif\n#if defined(SPECULAR_WEIGHT)\n#ifdef SPECULAR_WEIGHT_IN_ALPHA\nlet specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).a;\n#else\nlet specularWeightFromTexture: f32=TEXRD(specularWeightSampler,specularWeightSamplerSampler,fragmentInputs.vSpecularWeightUV+uvOffset).r;\n#endif\n#endif\n#if defined(ANISOTROPIC) || defined(FUZZ) || defined(REFRACTED_BACKGROUND) || defined(USE_IRRADIANCE_TEXTURE_FOR_SCATTERING)\nlet noise=vec3f(2.0)*textureSample(blueNoiseSampler,blueNoiseSamplerSampler,fragmentInputs.position.xy/256.0).xyz-vec3f(1.0);\n#endif\n#if defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS)\nlet roughnessFromTexture: f32=metallicFromTexture.g;\n#elif defined(SPECULAR_ROUGHNESS)\nlet roughnessFromTexture: f32=TEXRD(specularRoughnessSampler,specularRoughnessSamplerSampler,fragmentInputs.vSpecularRoughnessUV+uvOffset).r;\n#endif\nbase_color=uniforms.vBaseColor.rgb;\n#if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nbase_color*=fragmentInputs.vColor.rgb;\n#endif\n#if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES)\nalpha*=fragmentInputs.vColor.a;\n#endif\nbase_color*=vec3(uniforms.vBaseWeight);alpha=uniforms.vBaseColor.a;base_metalness=uniforms.vReflectanceInfo.x;base_diffuse_roughness=uniforms.vBaseDiffuseRoughness;specular_roughness=uniforms.vReflectanceInfo.y;specular_color=uniforms.vSpecularColor.rgb;specular_weight=uniforms.vReflectanceInfo.a;specular_ior=uniforms.vReflectanceInfo.z;specular_roughness_anisotropy=uniforms.vSpecularAnisotropy.b;geometry_tangent=uniforms.vSpecularAnisotropy.rg;geometry_thickness=uniforms.vGeometryThickness;\n#ifdef BASE_COLOR\n#ifdef BASE_COLOR_GAMMA\nbase_color*=toLinearSpaceVec3(baseColorFromTexture.rgb);\n#else\nbase_color*=baseColorFromTexture.rgb;\n#endif\nbase_color*=uniforms.vBaseColorInfos.y;\n#endif\n#ifdef BASE_WEIGHT\nbase_color*=baseWeightFromTexture.r;\n#endif\n#if defined(BASE_COLOR) && defined(ALPHA_FROM_BASE_COLOR_TEXTURE)\nalpha*=baseColorFromTexture.a;\n#elif defined(GEOMETRY_OPACITY)\nalpha*=opacityFromTexture.r;alpha*=uniforms.vGeometryOpacityInfos.y;\n#endif\n#ifdef GEOMETRY_THICKNESS\n#ifdef GEOMETRY_THICKNESS_FROM_GREEN_CHANNEL\ngeometry_thickness*=thicknessFromTexture.g;\n#else\ngeometry_thickness*=thicknessFromTexture.r;\n#endif\ngeometry_thickness*=uniforms.vGeometryThicknessInfos.y;\n#endif\n#ifdef ALPHATEST\n#if DEBUGMODE != 88\nif (alpha<ALPHATESTVALUE) {discard;}\n#endif\n#ifndef ALPHABLEND\nalpha=1.0;\n#endif\n#endif\n#ifdef BASE_METALNESS\n#ifdef BASE_METALNESS_FROM_METALNESS_TEXTURE_BLUE\nbase_metalness*=metallicFromTexture.b;\n#else\nbase_metalness*=metallicFromTexture.r;\n#endif\n#endif\n#ifdef BASE_DIFFUSE_ROUGHNESS\nbase_diffuse_roughness*=baseDiffuseRoughnessFromTexture*uniforms.vBaseDiffuseRoughnessInfos.y;\n#endif\n#ifdef SPECULAR_COLOR\n#ifdef SPECULAR_COLOR_GAMMA\nspecular_color*=toLinearSpaceVec3(specularColorFromTexture.rgb);\n#else\nspecular_color*=specularColorFromTexture.rgb;\n#endif\n#ifdef SPECULAR_WEIGHT_FROM_SPECULAR_COLOR_TEXTURE\nspecular_weight*=specularColorFromTexture.a;\n#elif defined(SPECULAR_WEIGHT)\nspecular_weight*=specularWeightFromTexture;\n#endif\n#endif\n#if defined(SPECULAR_ROUGHNESS) || (defined(SPECULAR_ROUGHNESS_FROM_METALNESS_TEXTURE_GREEN) && defined(BASE_METALNESS))\nspecular_roughness*=roughnessFromTexture;\n#endif\n#ifdef GEOMETRY_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_tangent.y,geometry_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#if defined(GEOMETRY_TANGENT) && defined(SPECULAR_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\nspecular_roughness_anisotropy*=geometryTangentFromTexture.b;\n#elif defined(SPECULAR_ROUGHNESS_ANISOTROPY)\nspecular_roughness_anisotropy*=anisotropyFromTexture;\n#endif\n#ifdef DETAIL\nlet detailRoughness: f32=mix(0.5f,detailColor.b,vDetailInfos.w);let loLerp: f32=mix(0.f,specular_roughness,detailRoughness*2.f);let hiLerp: f32=mix(specular_roughness,1.f,(detailRoughness-0.5f)*2.f);specular_roughness=mix(loLerp,hiLerp,step(detailRoughness,0.5f));\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet baseAlpha: f32=specular_roughness*specular_roughness;let roughnessT: f32=mix(baseAlpha,1.0f,specular_roughness_anisotropy*specular_roughness_anisotropy);let roughnessB: f32=baseAlpha;specular_roughness_anisotropy=1.0f-roughnessB/max(roughnessT,0.00001f);specular_roughness=sqrt(roughnessT/sqrt(2.0f/(1.0f+(1.0f-specular_roughness_anisotropy)*(1.0f-specular_roughness_anisotropy))));\n#endif\n";e.IncludesShadersStoreWGSL[ve]||(e.IncludesShadersStoreWGSL[ve]=Ee);const Se={name:ve,shader:Ee},Ie="openpbrCoatLayerData",he="var coat_weight: f32=0.0f;var coat_color: vec3f=vec3f(1.0f);var coat_roughness: f32=0.0f;var coat_roughness_anisotropy: f32=0.0f;var coat_ior: f32=1.6f;var coat_darkening: f32=1.0f;var geometry_coat_tangent: vec2f=vec2f(1.0f,0.0f);\n#ifdef COAT_WEIGHT\nvar coatWeightFromTexture: vec4f=TEXRD(coatWeightSampler,coatWeightSamplerSampler,fragmentInputs.vCoatWeightUV+uvOffset);\n#endif\n#ifdef COAT_COLOR\nvar coatColorFromTexture: vec4f=TEXRD(coatColorSampler,coatColorSamplerSampler,fragmentInputs.vCoatColorUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS\nvar coatRoughnessFromTexture: vec4f=TEXRD(coatRoughnessSampler,coatRoughnessSamplerSampler,fragmentInputs.vCoatRoughnessUV+uvOffset);\n#endif\n#ifdef COAT_ROUGHNESS_ANISOTROPY\nvar coatRoughnessAnisotropyFromTexture: f32=TEXRD(coatRoughnessAnisotropySampler,coatRoughnessAnisotropySamplerSampler,fragmentInputs.vCoatRoughnessAnisotropyUV+uvOffset).r;\n#endif\n#ifdef COAT_DARKENING\nvar coatDarkeningFromTexture: vec4f=TEXRD(coatDarkeningSampler,coatDarkeningSamplerSampler,fragmentInputs.vCoatDarkeningUV+uvOffset);\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\nvar geometryCoatTangentFromTexture: vec3f=TEXRD(geometryCoatTangentSampler,geometryCoatTangentSamplerSampler,fragmentInputs.vGeometryCoatTangentUV+uvOffset).rgb;\n#endif\ncoat_color=uniforms.vCoatColor.rgb;coat_weight=uniforms.vCoatWeight;coat_roughness=uniforms.vCoatRoughness;coat_roughness_anisotropy=uniforms.vCoatRoughnessAnisotropy;coat_ior=uniforms.vCoatIor;coat_darkening=uniforms.vCoatDarkening;geometry_coat_tangent=uniforms.vGeometryCoatTangent.rg;\n#ifdef COAT_WEIGHT\ncoat_weight*=coatWeightFromTexture.r;\n#endif\n#ifdef COAT_COLOR\n#ifdef COAT_COLOR_GAMMA\ncoat_color*=toLinearSpaceVec3(coatColorFromTexture.rgb);\n#else\ncoat_color*=coatColorFromTexture.rgb;\n#endif\ncoat_color*=uniforms.vCoatColorInfos.y;\n#endif\n#ifdef COAT_ROUGHNESS\n#ifdef COAT_ROUGHNESS_FROM_GREEN_CHANNEL\ncoat_roughness*=coatRoughnessFromTexture.g;\n#else\ncoat_roughness*=coatRoughnessFromTexture.r;\n#endif\n#endif\n#if defined(GEOMETRY_COAT_TANGENT) && defined(COAT_ROUGHNESS_ANISOTROPY_FROM_TANGENT_TEXTURE)\ncoat_roughness_anisotropy*=geometryCoatTangentFromTexture.b;\n#elif defined(COAT_ROUGHNESS_ANISOTROPY)\ncoat_roughness_anisotropy*=coatRoughnessAnisotropyFromTexture;\n#endif\n#ifdef COAT_DARKENING\ncoat_darkening*=coatDarkeningFromTexture.r;\n#endif\n#ifdef GEOMETRY_COAT_TANGENT\n{let tangentFromTexture: vec2f=normalize(geometryCoatTangentFromTexture.xy*vec2f(2.0f)-vec2f(1.0f));let tangent_angle_texture: f32=atan2(tangentFromTexture.y,tangentFromTexture.x);let tangent_angle_uniform: f32=atan2(geometry_coat_tangent.y,geometry_coat_tangent.x);let tangent_angle: f32=tangent_angle_texture+tangent_angle_uniform;geometry_coat_tangent=vec2f(cos(tangent_angle),sin(tangent_angle));}\n#endif\n#ifdef USE_GLTF_STYLE_ANISOTROPY\nlet coatAlpha: f32=coat_roughness*coat_roughness;let coatRoughnessT: f32=mix(coatAlpha,1.0f,coat_roughness_anisotropy*coat_roughness_anisotropy);let coatRoughnessB: f32=coatAlpha;coat_roughness_anisotropy=1.0f-coatRoughnessB/max(coatRoughnessT,0.00001f);coat_roughness=sqrt(coatRoughnessT/sqrt(2.0f/(1.0f+(1.0f-coat_roughness_anisotropy)*(1.0f-coat_roughness_anisotropy))));\n#endif\n";e.IncludesShadersStoreWGSL[Ie]||(e.IncludesShadersStoreWGSL[Ie]=he);const Re={name:Ie,shader:he},Ne="openpbrThinFilmLayerData",Te="#ifdef THIN_FILM\nvar thin_film_weight: f32=uniforms.vThinFilmWeight;var thin_film_thickness: f32=uniforms.vThinFilmThickness.r*1000.0f; \nvar thin_film_ior: f32=uniforms.vThinFilmIor;\n#ifdef THIN_FILM_WEIGHT\nvar thinFilmWeightFromTexture: f32=TEXRD(thinFilmWeightSampler,thinFilmWeightSamplerSampler,fragmentInputs.vThinFilmWeightUV+uvOffset).r*uniforms.vThinFilmWeightInfos.y;\n#endif\n#ifdef THIN_FILM_THICKNESS\nvar thinFilmThicknessFromTexture: f32=TEXRD(thinFilmThicknessSampler,thinFilmThicknessSamplerSampler,fragmentInputs.vThinFilmThicknessUV+uvOffset).g*uniforms.vThinFilmThicknessInfos.y;\n#endif\n#ifdef THIN_FILM_WEIGHT\nthin_film_weight*=thinFilmWeightFromTexture;\n#endif\n#ifdef THIN_FILM_THICKNESS\nthin_film_thickness*=thinFilmThicknessFromTexture;\n#endif\nlet thin_film_ior_scale: f32=clamp(2.0f*abs(thin_film_ior-1.0f),0.0f,1.0f);\n#endif\n";e.IncludesShadersStoreWGSL[Ne]||(e.IncludesShadersStoreWGSL[Ne]=Te);const Ae={name:Ne,shader:Te},be="openpbrFuzzLayerData",Le="var fuzz_weight: f32=0.0f;var fuzz_color: vec3f=vec3f(1.0f);var fuzz_roughness: f32=0.0f;\n#ifdef FUZZ\n#ifdef FUZZ_WEIGHT\nlet fuzzWeightFromTexture: vec4f=TEXRD(fuzzWeightSampler,fuzzWeightSamplerSampler,fragmentInputs.vFuzzWeightUV+uvOffset);\n#endif\n#ifdef FUZZ_COLOR\nvar fuzzColorFromTexture: vec4f=TEXRD(fuzzColorSampler,fuzzColorSamplerSampler,fragmentInputs.vFuzzColorUV+uvOffset);\n#endif\n#ifdef FUZZ_ROUGHNESS\nlet fuzzRoughnessFromTexture: vec4f=TEXRD(fuzzRoughnessSampler,fuzzRoughnessSamplerSampler,fragmentInputs.vFuzzRoughnessUV+uvOffset);\n#endif\nfuzz_color=uniforms.vFuzzColor.rgb;fuzz_weight=uniforms.vFuzzWeight;fuzz_roughness=uniforms.vFuzzRoughness;\n#ifdef FUZZ_WEIGHT\nfuzz_weight*=fuzzWeightFromTexture.r;\n#endif\n#ifdef FUZZ_COLOR\n#ifdef FUZZ_COLOR_GAMMA\nfuzz_color*=toLinearSpaceVec3(fuzzColorFromTexture.rgb);\n#else\nfuzz_color*=fuzzColorFromTexture.rgb;\n#endif\nfuzz_color*=uniforms.vFuzzColorInfos.y;\n#endif\n#if defined(FUZZ_ROUGHNESS) && defined(FUZZ_ROUGHNESS_FROM_TEXTURE_ALPHA)\nfuzz_roughness*=fuzzRoughnessFromTexture.a;\n#elif defined(FUZZ_ROUGHNESS)\nfuzz_roughness*=fuzzRoughnessFromTexture.r;\n#endif\n#endif\n";e.IncludesShadersStoreWGSL[be]||(e.IncludesShadersStoreWGSL[be]=Le);const Fe={name:be,shader:Le},Oe="openpbrAmbientOcclusionData",De="var ambient_occlusion: vec3f=vec3f(1.0f,1.0f,1.0f);var specular_ambient_occlusion: f32=1.0f;var coat_specular_ambient_occlusion: f32=1.0f;\n#ifdef AMBIENT_OCCLUSION\nvar ambientOcclusionFromTexture: vec3f=TEXRD(ambientOcclusionSampler,ambientOcclusionSamplerSampler,fragmentInputs.vAmbientOcclusionUV+uvOffset).rgb;ambient_occlusion=vec3f(ambientOcclusionFromTexture.r*uniforms.vAmbientOcclusionInfos.y+(1.0f-uniforms.vAmbientOcclusionInfos.y));\n#endif\n";e.IncludesShadersStoreWGSL[Oe]||(e.IncludesShadersStoreWGSL[Oe]=De);const Ce={name:Oe,shader:De},Pe="openpbrBackgroundTransmission",xe="var slab_translucent_background: vec4f=vec4f(0.,0.,0.,1.);\n#ifdef REFRACTED_BACKGROUND\n{let refractionLOD: f32=min(transmission_roughness,0.8)*uniforms.vBackgroundRefractionInfos.x;let lodTexelSize: f32=pow(2.0f,refractionLOD-uniforms.vBackgroundRefractionInfos.x);\n#ifdef DISPERSION\n{\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\n{var dispResult: vec3f=vec3f(0.0);var dispWeight: vec3f=vec3f(0.0);let noiseOffset: vec2f=noise.xy*select(0.0f,lodTexelSize,refractionLOD>0.0f);for (var k: i32=0; k<6; k++) {let t: f32=(f32(k)+noise.y)/6.0f;let t_rg: f32=clamp(t*2.0f,0.0f,1.0f);let t_gb: f32=clamp((t-0.5f)*2.0f,0.0f,1.0f);let refVec: vec3f=mix(mix(refractedViewVectors[0],refractedViewVectors[1],t_rg),refractedViewVectors[2],t_gb);let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refVec*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;let s: vec4f=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD);let rw: f32=max(0.0f,1.0f-2.0f*t);let gw: f32=max(0.0f,1.0f-abs(2.0f*t-1.0f));let bw: f32=max(0.0f,2.0f*t-1.0f);let w: vec3f=vec3f(rw,gw,bw);dispResult+=s.rgb*w;dispWeight+=w;}\nslab_translucent_background=vec4f(dispResult/max(dispWeight,vec3f(1e-6)),1.0f);}\n#else\nfor (var i: i32=0; i<3; i++) {let refractedViewVector: vec3f=refractedViewVectors[i];let uvw: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var coords: vec2f=uvw.xy/uvw.z;coords.y=1.0f-coords.y;if (refractionLOD>0.0f) {let noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords+noiseOffset,refractionLOD)[i];} else {slab_translucent_background[i]=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,coords,0.0f)[i];}}\n#endif\n}\n#else\n{let refractionUVW: vec3f=vec3f((uniforms.backgroundRefractionMatrix*(scene.view*vec4f(fragmentInputs.vPositionW+refractedViewVector*geometry_thickness,1.0f))).xyz);var refractionCoords: vec2f=refractionUVW.xy/refractionUVW.z;refractionCoords.y=1.0f-refractionCoords.y;if (refractionLOD>0.0f) {\n#ifdef REFRACTION_HIGH_QUALITY_BLUR\nlet cosA: f32=cos(noise.x*PI);let sinA: f32=sin(noise.x*PI);let u: vec2f=vec2f( cosA,sinA)*(0.5f*lodTexelSize);let v: vec2f=vec2f(-sinA,cosA)*(0.5f*lodTexelSize);slab_translucent_background=0.25f*(\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u+v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+u-v,refractionLOD) +\ntextureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords-u-v,refractionLOD)\n);\n#else\nlet noiseOffset: vec2f=noise.xy*lodTexelSize;slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords+noiseOffset,refractionLOD);\n#endif\n} else {slab_translucent_background=textureSampleLevel(backgroundRefractionSampler,backgroundRefractionSamplerSampler,refractionCoords,0.0f);}}\n#endif\n}\n#endif\n";e.IncludesShadersStoreWGSL[Pe]||(e.IncludesShadersStoreWGSL[Pe]=xe);const Me={name:Pe,shader:xe},Ge="openpbrEnvironmentLighting",ye="#if defined(REFLECTION) || defined(REFRACTED_BACKGROUND)\nvar coatAbsorption=vec3f(1.0f);var coatIblFresnel: f32=0.0;if (coat_weight>0.0) {coatIblFresnel=computeDielectricIblFresnel(coatReflectance,coatGeoInfo.environmentBrdf);let hemisphere_avg_fresnel: f32=coatReflectance.F0+0.5f*(1.0f-coatReflectance.F0);var averageReflectance: f32=(coatIblFresnel+hemisphere_avg_fresnel)*0.5f;let roughnessFactor=1.0f-coat_roughness*0.5f;averageReflectance*=roughnessFactor;var darkened_transmission: f32=(1.0f-averageReflectance)*(1.0f-averageReflectance);darkened_transmission=mix(1.0,darkened_transmission,coat_darkening);var sin2: f32=1.0f-coatGeoInfo.NdotV*coatGeoInfo.NdotV;sin2=sin2/(coat_ior*coat_ior)*coat_weight;let cos_t: f32=sqrt(1.0f-sin2);let coatPathLength=1.0f/cos_t;let effectivePathLength=coatPathLength*coat_weight;let colored_transmission: vec3f=pow(coat_color,vec3f(effectivePathLength));coatAbsorption=colored_transmission*mix(1.0f,darkened_transmission,coat_weight);}\n#endif\n#ifdef REFLECTION\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nlet environmentFuzzBrdf: vec3f=getFuzzBRDFLookup(fuzzGeoInfo.NdotV,sqrt(fuzz_roughness));\n#endif\nvar baseDiffuseEnvironmentLight: vec3f=sampleIrradiance(\nnormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance \n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,base_diffuse_roughness\n,base_color\n);\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nlet specularAlphaG: f32=specular_roughness*specular_roughness;\n#ifdef ANISOTROPIC_BASE\nvar baseSpecularEnvironmentLight: vec3f=sampleRadianceAnisotropic(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,normalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,normalW);var baseSpecularEnvironmentLight: vec3f=sampleRadiance(specularAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,baseGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n#ifdef ANISOTROPIC_BASE\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG*specularAlphaG *max(1.0f-baseGeoInfo.anisotropy,0.3f));\n#else\nbaseSpecularEnvironmentLight=mix(baseSpecularEnvironmentLight.rgb,baseDiffuseEnvironmentLight,specularAlphaG);\n#endif\nvar coatEnvironmentLight: vec3f=vec3f(0.f,0.f,0.f);if (coat_weight>0.0) {\n#ifdef REFLECTIONMAP_3D\nvar reflectionCoords: vec3f=vec3f(0.f,0.f,0.f);\n#else\nvar reflectionCoords: vec2f=vec2f(0.f,0.f);\n#endif\nreflectionCoords=createReflectionCoords(fragmentInputs.vPositionW,coatNormalW);var coatAlphaG: f32=coat_roughness*coat_roughness;\n#ifdef ANISOTROPIC_COAT\ncoatEnvironmentLight=sampleRadianceAnisotropic(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,coatNormalW\n,viewDirectionW\n,fragmentInputs.vPositionW\n,noise\n,false \n,1.0 \n,reflectionSampler\n,reflectionSamplerSampler\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#else\ncoatEnvironmentLight=sampleRadiance(coatAlphaG,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,coatGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,reflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);\n#endif\n}\n#if defined(FUZZ) && defined(FUZZENVIRONMENTBRDF)\nlet modifiedFuzzRoughness: f32=clamp(fuzz_roughness*fuzz_roughness*(1.0f+0.5f*environmentFuzzBrdf.y),0.0f,1.0f);var fuzzEnvironmentLight=vec3f(0.0f,0.0f,0.0f);let fuzzIblFresnel: f32=min(environmentFuzzBrdf.z*2.0f,1.0f);let viewTangent: vec2f=vec2f(dot(viewDirectionW,fuzzTangent),dot(viewDirectionW,fuzzBitangent));let centerAngle: f32=atan2(viewTangent.y,viewTangent.x);for (var i: i32=0; i<i32(FUZZ_IBL_SAMPLES); i++) {let angle: f32=centerAngle+(f32(i)/f32(FUZZ_IBL_SAMPLES)-0.5f+noise.x/f32(FUZZ_IBL_SAMPLES))*3.141592f;let fiberCylinderNormal: vec3f=normalize(cos(angle)*fuzzTangent+sin(angle)*fuzzBitangent);let fuzzReflectionCoords: vec3f=(uniforms.reflectionMatrix*vec4f(fiberCylinderNormal,0.0f)).xyz;let radianceSample: vec3f=sampleRadiance(modifiedFuzzRoughness,uniforms.vReflectionMicrosurfaceInfos.rgb,uniforms.vReflectionInfos\n,fuzzGeoInfo\n,reflectionSampler\n,reflectionSamplerSampler\n,fuzzReflectionCoords\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#endif\n);fuzzEnvironmentLight+=radianceSample;}\nfuzzEnvironmentLight/=f32(FUZZ_IBL_SAMPLES);\n#if defined(GEOMETRY_NORMAL) || defined(GEOMETRY_COAT_NORMAL)\nvar fuzzDiffuseEnvironmentLight: vec3f=sampleIrradiance(\nfuzzNormalW\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\n,vEnvironmentIrradiance \n#endif\n#if (defined(USESPHERICALFROMREFLECTIONMAP) && (!defined(NORMAL) || !defined(USESPHERICALINVERTEX))) || (defined(USEIRRADIANCEMAP) && defined(REFLECTIONMAP_3D))\n,uniforms.reflectionMatrix\n#endif\n#ifdef USEIRRADIANCEMAP\n,irradianceSampler\n,irradianceSamplerSampler\n#ifdef USE_IRRADIANCE_DOMINANT_DIRECTION\n,uniforms.vReflectionDominantDirection\n#endif\n#endif\n#ifdef REALTIME_FILTERING\n,uniforms.vReflectionFilteringInfo\n#ifdef IBL_CDF_FILTERING\n,icdfSampler\n,icdfSamplerSampler\n#endif\n#endif\n,uniforms.vReflectionInfos\n,viewDirectionW\n,0.0f\n,vec3f(1.0f)\n);\n#else\nvar fuzzDiffuseEnvironmentLight: vec3f=baseDiffuseEnvironmentLight;\n#endif\nfuzzEnvironmentLight=mix(min(fuzzEnvironmentLight,fuzzDiffuseEnvironmentLight),fuzzDiffuseEnvironmentLight,modifiedFuzzRoughness);\n#endif\nvar dielectricIblFresnel: f32=computeDielectricIblFresnel(baseDielectricReflectance,baseGeoInfo.environmentBrdf);var dielectricIblColoredFresnel: vec3f=dielectricIblFresnel*specular_color;\n#ifdef THIN_FILM\nlet thin_film_cos_theta: f32=max(baseGeoInfo.NdotV,specularAlphaG);let thin_film_desaturation_scale=(thin_film_ior-1.0)*sqrt(thin_film_thickness*0.001f*thin_film_cos_theta);let tf_brdf_x: f32=baseGeoInfo.environmentBrdf.x;let tf_E_ss: f32 =baseGeoInfo.environmentBrdf.y;var thinFilmDielectricF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricF0=mix(thinFilmDielectricF0,vec3(dot(thinFilmDielectricF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmDielectricDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,vec3f(baseDielectricReflectance.F0));thinFilmDielectricDir=mix(thinFilmDielectricDir,vec3(dot(thinFilmDielectricDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0d_avg: f32 =dot(thinFilmDielectricF0, vec3f(0.3333f));let tf_dird_avg: f32=dot(thinFilmDielectricDir,vec3f(0.3333f));var thin_film_dielectric: vec3f=thinFilmDielectricDir*(tf_f0d_avg/max(tf_dird_avg,1e-5));let tf_E_dielectric: vec3f=(vec3f(1.0)-thin_film_dielectric)*vec3f(tf_brdf_x)+thin_film_dielectric*vec3f(tf_E_ss);let tf_F_avg_dielectric: vec3f=thin_film_dielectric+(vec3f(1.0)-thin_film_dielectric)/21.0;let tf_ECF_dielectric: vec3f=vec3f(1.0)+tf_F_avg_dielectric*(vec3f(1.0)/vec3f(tf_E_ss)-vec3f(1.0));thin_film_dielectric=clamp(tf_E_dielectric*tf_ECF_dielectric,vec3f(0.0),vec3f(1.0));dielectricIblColoredFresnel=mix(dielectricIblColoredFresnel,thin_film_dielectric*specular_color,thin_film_weight*thin_film_ior_scale);dielectricIblFresnel=max(dielectricIblColoredFresnel.r,max(dielectricIblColoredFresnel.g,dielectricIblColoredFresnel.b));\n#endif\nvar conductorIblFresnel: vec3f=computeConductorIblFresnel(baseConductorReflectance,baseGeoInfo.environmentBrdf);\n#ifdef THIN_FILM\nvar thinFilmConductorF0: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,1.0,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorF0=mix(thinFilmConductorF0,vec3(dot(thinFilmConductorF0,vec3f(0.3333f))),thin_film_desaturation_scale);var thinFilmConductorDir: vec3f=evalIridescence(thin_film_outside_ior,thin_film_ior,thin_film_cos_theta,thin_film_thickness,baseConductorReflectance.coloredF0);thinFilmConductorDir=mix(thinFilmConductorDir,vec3(dot(thinFilmConductorDir,vec3f(0.3333f))),thin_film_desaturation_scale);let tf_f0c_avg: f32 =dot(thinFilmConductorF0, vec3f(0.3333f));let tf_dirc_avg: f32=dot(thinFilmConductorDir,vec3f(0.3333f));var thinFilmConductorRaw: vec3f=thinFilmConductorDir*(tf_f0c_avg/max(tf_dirc_avg,1e-5));\n#if (CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR) && defined(ENVIRONMENTBRDF)\nlet tf_b: vec3f=getF82B(baseConductorReflectance.coloredF0,baseConductorReflectance.coloredF90);let tf_brdf_z: f32=baseGeoInfo.environmentBrdf.z/BRDF_Z_SCALE;let tf_E_conductor: vec3f=(vec3f(1.0)-thinFilmConductorRaw)*vec3f(tf_brdf_x)+thinFilmConductorRaw*vec3f(tf_E_ss)-tf_b*vec3f(tf_brdf_z);let tf_F_avg_conductor: ve