@doegis/core
Version:
DOE GIS API
49 lines (47 loc) • 3.59 kB
JavaScript
import{s as i}from"../../../../../../chunks/vec3.js";import{c as n}from"../../../../../../chunks/vec3f64.js";import{s as t}from"../../../../../../chunks/vec4.js";import{c as g}from"../../../../../../chunks/vec4f64.js";import{PBRMode as h}from"./PhysicallyBasedRenderingParameters.glsl.js";import{Float3PassUniform as e}from"../../shaderModules/Float3PassUniform.js";import{Float4PassUniform as l}from"../../shaderModules/Float4PassUniform.js";import{glsl as s}from"../../shaderModules/interfaces.js";function m(n,g){const m=n.fragment,o=void 0!==g.lightingSphericalHarmonicsOrder?g.lightingSphericalHarmonicsOrder:2;0===o?(m.uniforms.add(new e("lightingAmbientSH0",((n,t)=>i(a,t.lighting.sh.r[0],t.lighting.sh.g[0],t.lighting.sh.b[0])))),m.code.add(s`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) {
vec3 ambientLight = 0.282095 * lightingAmbientSH0;
return ambientLight * (1.0 - ambientOcclusion);
}`)):1===o?(m.uniforms.add([new l("lightingAmbientSH_R",((i,n)=>t(r,n.lighting.sh.r[0],n.lighting.sh.r[1],n.lighting.sh.r[2],n.lighting.sh.r[3]))),new l("lightingAmbientSH_G",((i,n)=>t(r,n.lighting.sh.g[0],n.lighting.sh.g[1],n.lighting.sh.g[2],n.lighting.sh.g[3]))),new l("lightingAmbientSH_B",((i,n)=>t(r,n.lighting.sh.b[0],n.lighting.sh.b[1],n.lighting.sh.b[2],n.lighting.sh.b[3])))]),m.code.add(s`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) {
vec4 sh0 = vec4(
0.282095,
0.488603 * normal.x,
0.488603 * normal.z,
0.488603 * normal.y
);
vec3 ambientLight = vec3(
dot(lightingAmbientSH_R, sh0),
dot(lightingAmbientSH_G, sh0),
dot(lightingAmbientSH_B, sh0)
);
return ambientLight * (1.0 - ambientOcclusion);
}`)):2===o&&(m.uniforms.add([new e("lightingAmbientSH0",((n,t)=>i(a,t.lighting.sh.r[0],t.lighting.sh.g[0],t.lighting.sh.b[0]))),new l("lightingAmbientSH_R1",((i,n)=>t(r,n.lighting.sh.r[1],n.lighting.sh.r[2],n.lighting.sh.r[3],n.lighting.sh.r[4]))),new l("lightingAmbientSH_G1",((i,n)=>t(r,n.lighting.sh.g[1],n.lighting.sh.g[2],n.lighting.sh.g[3],n.lighting.sh.g[4]))),new l("lightingAmbientSH_B1",((i,n)=>t(r,n.lighting.sh.b[1],n.lighting.sh.b[2],n.lighting.sh.b[3],n.lighting.sh.b[4]))),new l("lightingAmbientSH_R2",((i,n)=>t(r,n.lighting.sh.r[5],n.lighting.sh.r[6],n.lighting.sh.r[7],n.lighting.sh.r[8]))),new l("lightingAmbientSH_G2",((i,n)=>t(r,n.lighting.sh.g[5],n.lighting.sh.g[6],n.lighting.sh.g[7],n.lighting.sh.g[8]))),new l("lightingAmbientSH_B2",((i,n)=>t(r,n.lighting.sh.b[5],n.lighting.sh.b[6],n.lighting.sh.b[7],n.lighting.sh.b[8])))]),m.code.add(s`vec3 calculateAmbientIrradiance(vec3 normal, float ambientOcclusion) {
vec3 ambientLight = 0.282095 * lightingAmbientSH0;
vec4 sh1 = vec4(
0.488603 * normal.x,
0.488603 * normal.z,
0.488603 * normal.y,
1.092548 * normal.x * normal.y
);
vec4 sh2 = vec4(
1.092548 * normal.y * normal.z,
0.315392 * (3.0 * normal.z * normal.z - 1.0),
1.092548 * normal.x * normal.z,
0.546274 * (normal.x * normal.x - normal.y * normal.y)
);
ambientLight += vec3(
dot(lightingAmbientSH_R1, sh1),
dot(lightingAmbientSH_G1, sh1),
dot(lightingAmbientSH_B1, sh1)
);
ambientLight += vec3(
dot(lightingAmbientSH_R2, sh2),
dot(lightingAmbientSH_G2, sh2),
dot(lightingAmbientSH_B2, sh2)
);
return ambientLight * (1.0 - ambientOcclusion);
}`),g.pbrMode!==h.Normal&&g.pbrMode!==h.Schematic||m.code.add(s`const vec3 skyTransmittance = vec3(0.9, 0.9, 1.0);
vec3 calculateAmbientRadiance(float ambientOcclusion)
{
vec3 ambientLight = 1.2 * (0.282095 * lightingAmbientSH0) - 0.2;
return ambientLight *= (1.0 - ambientOcclusion) * skyTransmittance;
}`))}const a=n(),r=g();export{m as EvaluateAmbientLighting};