UNPKG

bp-cloner

Version:

More info and explanations here - https://doc.babylonjs.com/communityExtensions/clonerSystem

508 lines (507 loc) 20.5 kB
import { S as e } from "./index-7uRiSnMV.js"; import "./oitFragment-Czg7hF2C.js"; import "./defaultUboDeclaration-CKd_eAjq.js"; import "./mainUVVaryingDeclaration-BoDGYAwx.js"; const o = "defaultFragmentDeclaration", t = `uniform vec4 vEyePosition;uniform vec4 vDiffuseColor;uniform vec4 vSpecularColor;uniform vec3 vEmissiveColor;uniform vec3 vAmbientColor;uniform float visibility; #ifdef DIFFUSE uniform vec2 vDiffuseInfos; #endif #ifdef AMBIENT uniform vec2 vAmbientInfos; #endif #ifdef OPACITY uniform vec2 vOpacityInfos; #endif #ifdef EMISSIVE uniform vec2 vEmissiveInfos; #endif #ifdef LIGHTMAP uniform vec2 vLightmapInfos; #endif #ifdef BUMP uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams; #endif #ifdef ALPHATEST uniform float alphaCutOff; #endif #if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION) || defined(PREPASS) uniform mat4 view; #endif #ifdef REFRACTION uniform vec4 vRefractionInfos; #ifndef REFRACTIONMAP_3D uniform mat4 refractionMatrix; #endif #ifdef REFRACTIONFRESNEL uniform vec4 refractionLeftColor;uniform vec4 refractionRightColor; #endif #if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D) uniform vec3 vRefractionPosition;uniform vec3 vRefractionSize; #endif #endif #if defined(SPECULAR) && defined(SPECULARTERM) uniform vec2 vSpecularInfos; #endif #ifdef DIFFUSEFRESNEL uniform vec4 diffuseLeftColor;uniform vec4 diffuseRightColor; #endif #ifdef OPACITYFRESNEL uniform vec4 opacityParts; #endif #ifdef EMISSIVEFRESNEL uniform vec4 emissiveLeftColor;uniform vec4 emissiveRightColor; #endif #if defined(REFLECTION) || (defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED)) uniform vec2 vReflectionInfos; #if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX) uniform mat4 reflectionMatrix; #endif #ifndef REFLECTIONMAP_SKYBOX #if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC) uniform vec3 vReflectionPosition;uniform vec3 vReflectionSize; #endif #endif #ifdef REFLECTIONFRESNEL uniform vec4 reflectionLeftColor;uniform vec4 reflectionRightColor; #endif #endif #ifdef DETAIL uniform vec4 vDetailInfos; #endif #include<decalFragmentDeclaration> #define ADDITIONAL_FRAGMENT_DECLARATION `; e.IncludesShadersStore[o] || (e.IncludesShadersStore[o] = t); const r = "lightsFragmentFunctions", l = `struct lightingInfo {vec3 diffuse; #ifdef SPECULARTERM vec3 specular; #endif #ifdef NDOTL float ndl; #endif };lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {lightingInfo result;vec3 lightVectorW;float attenuation=1.0;if (lightData.w==0.) {vec3 direction=lightData.xyz-vPositionW;attenuation=max(0.,1.0-length(direction)/range);lightVectorW=normalize(direction);} else {lightVectorW=normalize(-lightData.xyz);} float ndl=max(0.,dot(vNormal,lightVectorW)); #ifdef NDOTL result.ndl=ndl; #endif result.diffuse=ndl*diffuseColor*attenuation; #ifdef SPECULARTERM vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation; #endif return result;} float getAttenuation(float cosAngle,float exponent) {return max(0.,pow(cosAngle,exponent));} float getIESAttenuation(float cosAngle,sampler2D iesLightSampler) {float angle=acos(cosAngle)/PI;return texture2D(iesLightSampler,vec2(angle,0.)).r;} lightingInfo basicSpotLighting(vec3 viewDirectionW,vec3 lightVectorW,vec3 vNormal,float attenuation,vec3 diffuseColor,vec3 specularColor,float glossiness) {lightingInfo result; float ndl=max(0.,dot(vNormal,lightVectorW)); #ifdef NDOTL result.ndl=ndl; #endif result.diffuse=ndl*diffuseColor*attenuation; #ifdef SPECULARTERM vec3 angleW=normalize(viewDirectionW+lightVectorW);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor*attenuation; #endif return result;} lightingInfo computeIESSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness,sampler2D iesLightSampler) { vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float dotProduct=dot(lightDirection.xyz,-lightVectorW);float cosAngle=max(0.,dotProduct);if (cosAngle>=lightDirection.w) { attenuation*=getIESAttenuation(dotProduct,iesLightSampler);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);} lightingInfo result;result.diffuse=vec3(0.); #ifdef SPECULARTERM result.specular=vec3(0.); #endif #ifdef NDOTL result.ndl=0.; #endif return result;} lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {vec3 direction=lightData.xyz-vPositionW;vec3 lightVectorW=normalize(direction);float attenuation=max(0.,1.0-length(direction)/range);float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));if (cosAngle>=lightDirection.w) { attenuation*=getAttenuation(cosAngle,lightData.w);return basicSpotLighting(viewDirectionW,lightVectorW,vNormal,attenuation,diffuseColor,specularColor,glossiness);} lightingInfo result;result.diffuse=vec3(0.); #ifdef SPECULARTERM result.specular=vec3(0.); #endif #ifdef NDOTL result.ndl=0.; #endif return result;} lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {lightingInfo result;float ndl=dot(vNormal,lightData.xyz)*0.5+0.5; #ifdef NDOTL result.ndl=ndl; #endif result.diffuse=mix(groundColor,diffuseColor,ndl); #ifdef SPECULARTERM vec3 angleW=normalize(viewDirectionW+lightData.xyz);float specComp=max(0.,dot(vNormal,angleW));specComp=pow(specComp,max(1.,glossiness));result.specular=specComp*specularColor; #endif return result;} #define inline vec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix,vec3 posW){vec4 strq=textureProjectionMatrix*vec4(posW,1.0);strq/=strq.w;vec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;return textureColor;} #if defined(AREALIGHTUSED) && defined(AREALIGHTSUPPORTED) #include<ltcHelperFunctions> uniform sampler2D areaLightsLTC1Sampler;uniform sampler2D areaLightsLTC2Sampler; #define inline lightingInfo computeAreaLighting(sampler2D ltc1,sampler2D ltc2,vec3 viewDirectionW,vec3 vNormal,vec3 vPosition,vec3 lightPosition,vec3 halfWidth,vec3 halfHeight,vec3 diffuseColor,vec3 specularColor,float roughness) {lightingInfo result;areaLightData data=computeAreaLightSpecularDiffuseFresnel(ltc1,ltc2,viewDirectionW,vNormal,vPosition,lightPosition,halfWidth,halfHeight,roughness); #ifdef SPECULARTERM vec3 fresnel=( specularColor*data.Fresnel.x+( vec3( 1.0 )-specularColor )*data.Fresnel.y );result.specular+=specularColor*fresnel*data.Specular; #endif result.diffuse+=diffuseColor*data.Diffuse;return result;} #endif `; e.IncludesShadersStore[r] || (e.IncludesShadersStore[r] = l); const f = "fresnelFunction", a = `#ifdef FRESNEL float computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power) {float fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);return clamp(fresnelTerm,0.,1.);} #endif `; e.IncludesShadersStore[f] || (e.IncludesShadersStore[f] = a); const i = "defaultPixelShader", n = `#define CUSTOM_FRAGMENT_EXTENSION #include<__decl__defaultFragment> #if defined(BUMP) || !defined(NORMAL) #extension GL_OES_standard_derivatives : enable #endif #include<prePassDeclaration>[SCENE_MRT_COUNT] #include<oitDeclaration> #define CUSTOM_FRAGMENT_BEGIN #ifdef LOGARITHMICDEPTH #extension GL_EXT_frag_depth : enable #endif varying vec3 vPositionW; #ifdef NORMAL varying vec3 vNormalW; #endif #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) varying vec4 vColor; #endif #include<mainUVVaryingDeclaration>[1..7] #include<helperFunctions> #include<__decl__lightFragment>[0..maxSimultaneousLights] #include<lightsFragmentFunctions> #include<shadowsFragmentFunctions> #include<samplerFragmentDeclaration>(_DEFINENAME_,DIFFUSE,_VARYINGNAME_,Diffuse,_SAMPLERNAME_,diffuse) #include<samplerFragmentDeclaration>(_DEFINENAME_,AMBIENT,_VARYINGNAME_,Ambient,_SAMPLERNAME_,ambient) #include<samplerFragmentDeclaration>(_DEFINENAME_,OPACITY,_VARYINGNAME_,Opacity,_SAMPLERNAME_,opacity) #include<samplerFragmentDeclaration>(_DEFINENAME_,EMISSIVE,_VARYINGNAME_,Emissive,_SAMPLERNAME_,emissive) #include<samplerFragmentDeclaration>(_DEFINENAME_,LIGHTMAP,_VARYINGNAME_,Lightmap,_SAMPLERNAME_,lightmap) #include<samplerFragmentDeclaration>(_DEFINENAME_,DECAL,_VARYINGNAME_,Decal,_SAMPLERNAME_,decal) #ifdef REFRACTION #ifdef REFRACTIONMAP_3D uniform samplerCube refractionCubeSampler; #else uniform sampler2D refraction2DSampler; #endif #endif #if defined(SPECULARTERM) #include<samplerFragmentDeclaration>(_DEFINENAME_,SPECULAR,_VARYINGNAME_,Specular,_SAMPLERNAME_,specular) #endif #include<fresnelFunction> #ifdef REFLECTION #ifdef REFLECTIONMAP_3D uniform samplerCube reflectionCubeSampler; #else uniform sampler2D reflection2DSampler; #endif #ifdef REFLECTIONMAP_SKYBOX varying vec3 vPositionUVW; #else #if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED) varying vec3 vDirectionW; #endif #endif #include<reflectionFunction> #endif #include<imageProcessingDeclaration> #include<imageProcessingFunctions> #include<bumpFragmentMainFunctions> #include<bumpFragmentFunctions> #include<clipPlaneFragmentDeclaration> #include<logDepthDeclaration> #include<fogFragmentDeclaration> #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) { #define CUSTOM_FRAGMENT_MAIN_BEGIN #include<clipPlaneFragment> vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);vec4 baseColor=vec4(1.,1.,1.,1.);vec3 diffuseColor=vDiffuseColor.rgb;float alpha=vDiffuseColor.a; #ifdef NORMAL vec3 normalW=normalize(vNormalW); #else vec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW))); #endif #include<bumpFragment> #ifdef TWOSIDEDLIGHTING normalW=gl_FrontFacing ? normalW : -normalW; #endif #ifdef DIFFUSE baseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset); #if defined(ALPHATEST) && !defined(ALPHATEST_AFTERALLALPHACOMPUTATIONS) if (baseColor.a<alphaCutOff) discard; #endif #ifdef ALPHAFROMDIFFUSE alpha*=baseColor.a; #endif #define CUSTOM_FRAGMENT_UPDATE_ALPHA baseColor.rgb*=vDiffuseInfos.y; #endif #if defined(DECAL) && !defined(DECAL_AFTER_DETAIL) vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset); #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_) #endif #include<depthPrePass> #if defined(VERTEXCOLOR) || defined(INSTANCESCOLOR) && defined(INSTANCES) baseColor.rgb*=vColor.rgb; #endif #ifdef DETAIL baseColor.rgb=baseColor.rgb*2.0*mix(0.5,detailColor.r,vDetailInfos.y); #endif #if defined(DECAL) && defined(DECAL_AFTER_DETAIL) vec4 decalColor=texture2D(decalSampler,vDecalUV+uvOffset); #include<decalFragment>(surfaceAlbedo,baseColor,GAMMADECAL,_GAMMADECAL_NOTUSED_) #endif #define CUSTOM_FRAGMENT_UPDATE_DIFFUSE vec3 baseAmbientColor=vec3(1.,1.,1.); #ifdef AMBIENT baseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y; #endif #define CUSTOM_FRAGMENT_BEFORE_LIGHTS float glossiness=vSpecularColor.a;vec3 specularColor=vSpecularColor.rgb; #ifdef SPECULARTERM #ifdef SPECULAR vec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);specularColor=specularMapColor.rgb; #ifdef GLOSSINESS glossiness=glossiness*specularMapColor.a; #endif #endif #endif vec3 diffuseBase=vec3(0.,0.,0.);lightingInfo info; #ifdef SPECULARTERM vec3 specularBase=vec3(0.,0.,0.); #endif float shadow=1.;float aggShadow=0.;float numLights=0.; #ifdef LIGHTMAP vec4 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset); #ifdef RGBDLIGHTMAP lightmapColor.rgb=fromRGBD(lightmapColor); #endif lightmapColor.rgb*=vLightmapInfos.y; #endif #include<lightFragment>[0..maxSimultaneousLights] aggShadow=aggShadow/numLights;vec4 refractionColor=vec4(0.,0.,0.,1.); #ifdef REFRACTION vec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y)); #ifdef REFRACTIONMAP_3D #ifdef USE_LOCAL_REFRACTIONMAP_CUBIC refractionVector=parallaxCorrectNormal(vPositionW,refractionVector,vRefractionSize,vRefractionPosition); #endif refractionVector.y=refractionVector.y*vRefractionInfos.w;vec4 refractionLookup=textureCube(refractionCubeSampler,refractionVector);if (dot(refractionVector,viewDirectionW)<1.0) {refractionColor=refractionLookup;} #else vec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));vec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;refractionCoords.y=1.0-refractionCoords.y;refractionColor=texture2D(refraction2DSampler,refractionCoords); #endif #ifdef RGBDREFRACTION refractionColor.rgb=fromRGBD(refractionColor); #endif #ifdef IS_REFRACTION_LINEAR refractionColor.rgb=toGammaSpace(refractionColor.rgb); #endif refractionColor.rgb*=vRefractionInfos.x; #endif vec4 reflectionColor=vec4(0.,0.,0.,1.); #ifdef REFLECTION vec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW); #ifdef REFLECTIONMAP_OPPOSITEZ vReflectionUVW.z*=-1.0; #endif #ifdef REFLECTIONMAP_3D #ifdef ROUGHNESS float bias=vReflectionInfos.y; #ifdef SPECULARTERM #ifdef SPECULAR #ifdef GLOSSINESS bias*=(1.0-specularMapColor.a); #endif #endif #endif reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias); #else reflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW); #endif #else vec2 coords=vReflectionUVW.xy; #ifdef REFLECTIONMAP_PROJECTION coords/=vReflectionUVW.z; #endif coords.y=1.0-coords.y;reflectionColor=texture2D(reflection2DSampler,coords); #endif #ifdef RGBDREFLECTION reflectionColor.rgb=fromRGBD(reflectionColor); #endif #ifdef IS_REFLECTION_LINEAR reflectionColor.rgb=toGammaSpace(reflectionColor.rgb); #endif reflectionColor.rgb*=vReflectionInfos.x; #ifdef REFLECTIONFRESNEL float reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a); #ifdef REFLECTIONFRESNELFROMSPECULAR #ifdef SPECULARTERM reflectionColor.rgb*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb; #else reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb; #endif #else reflectionColor.rgb*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb; #endif #endif #endif #ifdef REFRACTIONFRESNEL float refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);refractionColor.rgb*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb; #endif #ifdef OPACITY vec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset); #ifdef OPACITYRGB opacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);alpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y; #else alpha*=opacityMap.a*vOpacityInfos.y; #endif #endif #if defined(VERTEXALPHA) || defined(INSTANCESCOLOR) && defined(INSTANCES) alpha*=vColor.a; #endif #ifdef OPACITYFRESNEL float opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);alpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y; #endif #ifdef ALPHATEST #ifdef ALPHATEST_AFTERALLALPHACOMPUTATIONS if (alpha<alphaCutOff) discard; #endif #ifndef ALPHABLEND alpha=1.0; #endif #endif vec3 emissiveColor=vEmissiveColor; #ifdef EMISSIVE emissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y; #endif #ifdef EMISSIVEFRESNEL float emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);emissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb; #endif #ifdef DIFFUSEFRESNEL float diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);diffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb; #endif #ifdef EMISSIVEASILLUMINATION vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb; #else #ifdef LINKEMISSIVEWITHDIFFUSE vec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb; #else vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb; #endif #endif #ifdef SPECULARTERM vec3 finalSpecular=specularBase*specularColor; #ifdef SPECULAROVERALPHA alpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.); #endif #else vec3 finalSpecular=vec3(0.0); #endif #ifdef REFLECTIONOVERALPHA alpha=clamp(alpha+dot(reflectionColor.rgb,vec3(0.3,0.59,0.11)),0.,1.); #endif #ifdef EMISSIVEASILLUMINATION vec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+emissiveColor+refractionColor.rgb,0.0,1.0),alpha); #else vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha); #endif #ifdef LIGHTMAP #ifndef LIGHTMAPEXCLUDED #ifdef USELIGHTMAPASSHADOWMAP color.rgb*=lightmapColor.rgb; #else color.rgb+=lightmapColor.rgb; #endif #endif #endif #define CUSTOM_FRAGMENT_BEFORE_FOG color.rgb=max(color.rgb,0.); #include<logDepthFragment> #include<fogFragment> #ifdef IMAGEPROCESSINGPOSTPROCESS color.rgb=toLinearSpace(color.rgb); #else #ifdef IMAGEPROCESSING color.rgb=toLinearSpace(color.rgb);color=applyImageProcessing(color); #endif #endif color.a*=visibility; #ifdef PREMULTIPLYALPHA color.rgb*=color.a; #endif #define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR #ifdef PREPASS float writeGeometryInfo=color.a>0.4 ? 1.0 : 0.0; #ifdef PREPASS_COLOR gl_FragData[PREPASS_COLOR_INDEX]=color; #endif #ifdef PREPASS_POSITION gl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo); #endif #ifdef PREPASS_LOCAL_POSITION gl_FragData[PREPASS_LOCAL_POSITION_INDEX]=vec4(vPosition,writeGeometryInfo); #endif #if defined(PREPASS_VELOCITY) vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo); #elif defined(PREPASS_VELOCITY_LINEAR) vec2 velocity=vec2(0.5)*((vPreviousPosition.xy/vPreviousPosition.w)-(vCurrentPosition.xy/vCurrentPosition.w));gl_FragData[PREPASS_VELOCITY_LINEAR_INDEX]=vec4(velocity,0.0,writeGeometryInfo); #endif #ifdef PREPASS_IRRADIANCE gl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo); #endif #ifdef PREPASS_DEPTH gl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo); #endif #ifdef PREPASS_SCREENSPACE_DEPTH gl_FragData[PREPASS_SCREENSPACE_DEPTH_INDEX]=vec4(gl_FragCoord.z,0.0,0.0,writeGeometryInfo); #endif #ifdef PREPASS_NORMAL #ifdef PREPASS_NORMAL_WORLDSPACE gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalW,writeGeometryInfo); #else gl_FragData[PREPASS_NORMAL_INDEX]=vec4(normalize((view*vec4(normalW,0.0)).rgb),writeGeometryInfo); #endif #endif #ifdef PREPASS_WORLD_NORMAL gl_FragData[PREPASS_WORLD_NORMAL_INDEX]=vec4(normalW*0.5+0.5,writeGeometryInfo); #endif #ifdef PREPASS_ALBEDO gl_FragData[PREPASS_ALBEDO_INDEX]=vec4(baseColor.rgb,writeGeometryInfo); #endif #ifdef PREPASS_ALBEDO_SQRT gl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqrt(baseColor.rgb),writeGeometryInfo); #endif #ifdef PREPASS_REFLECTIVITY #if defined(SPECULAR) gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularMapColor))*writeGeometryInfo; #else gl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(toLinearSpace(specularColor),1.0)*writeGeometryInfo; #endif #endif #endif #if !defined(PREPASS) || defined(WEBGL2) gl_FragColor=color; #endif #include<oitFragment> #if ORDER_INDEPENDENT_TRANSPARENCY if (fragDepth==nearestDepth) {frontColor.rgb+=color.rgb*color.a*alphaMultiplier;frontColor.a=1.0-alphaMultiplier*(1.0-color.a);} else {backColor+=color;} #endif #define CUSTOM_FRAGMENT_MAIN_END } `; e.ShadersStore[i] || (e.ShadersStore[i] = n); const v = { name: i, shader: n }; export { v as defaultPixelShader };