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molstar

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A comprehensive macromolecular library.

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/** * Copyright (c) 2017-2024 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> * @author Gianluca Tomasello <giagitom@gmail.com> * * adapted from three.js (https://github.com/mrdoob/three.js/) * which under the MIT License, Copyright © 2010-2021 three.js authors */ export declare const apply_light_color = "\n#if defined(dIgnoreLight)\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {\n material.rgb += fbm(vModelPosition * uBumpFrequency) * uBumpAmplitude * bumpiness;\n material.rgb -= 0.5 * uBumpAmplitude * bumpiness;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n material.rgb += material.rgb * emissive;\n #endif\n\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {\n normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n }\n #endif\n\n vec4 color = material;\n\n #if defined(dCelShaded)\n // clamp to avoid artifacts\n metalness = clamp(metalness, 0.0, 0.99);\n roughness = clamp(roughness, 0.05, 1.0);\n #endif\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n IncidentLight directLight;\n\n vec3 outgoingLight = vec3(0.0);\n\n #if defined(dCelShaded)\n float celDiffuse;\n float celSpecular;\n float celIntensity;\n\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n\n celDiffuse = RECIPROCAL_PI * max(dot(geometry.normal, directLight.direction), 0.0) * (1.0 - metalness);\n celSpecular = luminance(saturate(dot(geometry.normal, directLight.direction)) * BRDF_GGX(directLight.direction, geometry.viewDir, geometry.normal, physicalMaterial.specularColor, physicalMaterial.specularF90, roughness));\n\n celIntensity = celDiffuse + celSpecular;\n celIntensity = ceil(celIntensity * uCelSteps) / uCelSteps;\n\n outgoingLight += color.rgb * directLight.color * celIntensity;\n }\n #pragma unroll_loop_end\n\n outgoingLight += physicalMaterial.diffuseColor * luminance(uAmbientColor);\n #else\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n #endif\n outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\n\n #if defined(dRenderVariant_color)\n outgoingLight += color.rgb * emissive;\n #endif\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\ngl_FragColor.rgb *= uExposure;\n";