three
Version:
JavaScript 3D library
133 lines (119 loc) • 3.93 kB
JavaScript
export default /* glsl */`
// These shader functions convert between the UV coordinates of a single face of
// a cubemap, the 0-5 integer index of a cube face, and the direction vector for
// sampling a textureCube (not generally normalized).
float getFace(vec3 direction) {
vec3 absDirection = abs(direction);
float face = -1.0;
if (absDirection.x > absDirection.z) {
if (absDirection.x > absDirection.y)
face = direction.x > 0.0 ? 0.0 : 3.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
} else {
if (absDirection.z > absDirection.y)
face = direction.z > 0.0 ? 2.0 : 5.0;
else
face = direction.y > 0.0 ? 1.0 : 4.0;
}
return face;
}
// RH coordinate system; PMREM face-indexing convention
vec2 getUV(vec3 direction, float face) {
vec2 uv;
if (face == 0.0) {
uv = vec2(direction.z, direction.y) / abs(direction.x); // pos x
} else if (face == 1.0) {
uv = vec2(-direction.x, -direction.z) / abs(direction.y); // pos y
} else if (face == 2.0) {
uv = vec2(-direction.x, direction.y) / abs(direction.z); // pos z
} else if (face == 3.0) {
uv = vec2(-direction.z, direction.y) / abs(direction.x); // neg x
} else if (face == 4.0) {
uv = vec2(-direction.x, direction.z) / abs(direction.y); // neg y
} else {
uv = vec2(direction.x, direction.y) / abs(direction.z); // neg z
}
return 0.5 * (uv + 1.0);
}
vec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {
float face = getFace(direction);
float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);
mipInt = max(mipInt, cubeUV_minMipLevel);
float faceSize = exp2(mipInt);
float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);
vec2 uv = getUV(direction, face) * (faceSize - 1.0);
vec2 f = fract(uv);
uv += 0.5 - f;
if (face > 2.0) {
uv.y += faceSize;
face -= 3.0;
}
uv.x += face * faceSize;
if(mipInt < cubeUV_maxMipLevel){
uv.y += 2.0 * cubeUV_maxTileSize;
}
uv.y += filterInt * 2.0 * cubeUV_minTileSize;
uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);
uv *= texelSize;
vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
uv.x += texelSize;
vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
uv.y += texelSize;
vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
uv.x -= texelSize;
vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
vec3 tm = mix(tl, tr, f.x);
vec3 bm = mix(bl, br, f.x);
return mix(tm, bm, f.y);
}
// These defines must match with PMREMGenerator
float roughnessToMip(float roughness) {
float mip = 0.0;
if (roughness >= r1) {
mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;
} else if (roughness >= r4) {
mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;
} else if (roughness >= r5) {
mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;
} else if (roughness >= r6) {
mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;
} else {
mip = -2.0 * log2(1.16 * roughness);// 1.16 = 1.79^0.25
}
return mip;
}
vec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {
float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);
float mipF = fract(mip);
float mipInt = floor(mip);
vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);
if (mipF == 0.0) {
return vec4(color0, 1.0);
} else {
vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);
return vec4(mix(color0, color1, mipF), 1.0);
}
}
`;