function strings_arm_file_expected(): string { return tr("Error: .arm file expected"); } function strings_unknown_asset_format(): string { return tr("Error: Unknown asset format"); } function strings_could_not_locate_texture(): string { return tr("Error: Could not locate texture"); } function strings_failed_to_read_mesh_data(): string { return tr("Error: Failed to read mesh data"); } function strings_check_internet_connection(): string { return tr("Error: Check internet connection to access the cloud"); } function strings_asset_already_imported(): string { return tr("Info: Asset already imported"); } function strings_graphics_api(): string { ///if arm_direct3d12 return "Direct3D12"; ///elseif arm_metal return "Metal"; ///else return "Vulkan"; ///end } let str_tex_checker: string = "\ fun tex_checker(co: float3, col1: float3, col2: float3, scale: float): float3 { \ /* Prevent precision issues on unit coordinates */ \ var p: float3 = (co + 0.000001 * 0.999999) * scale; \ var xi: float = abs(floor(p.x)); \ var yi: float = abs(floor(p.y)); \ var zi: float = abs(floor(p.z)); \ /* var check: bool = (xi % 2.0 == yi % 2.0) == zi % 2.0;*/ \ var checka: int = 0; \ var checkb: int = 0; \ if (xi % 2.0 == yi % 2.0) { checka = 1; } \ if (zi % 2.0 != 0.0) { checkb = 1; } \ if (checka == checkb) { return col1; } return col2; \ } \ fun tex_checker_f(co: float3, scale: float): float { \ var p: float3 = (co + 0.000001 * 0.999999) * scale; \ var xi: float = abs(floor(p.x)); \ var yi: float = abs(floor(p.y)); \ var zi: float = abs(floor(p.z)); \ /*return float((xi % 2.0 == yi % 2.0) == zi % 2.0);*/ \ var checka: int = 0; \ var checkb: int = 0; \ if (xi % 2.0 == yi % 2.0) { checka = 1; } \ if (zi % 2.0 != 0.0) { checkb = 1; } \ if (checka == checkb) { return 1.0; } return 0.0; \ \ } \ "; // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License let str_tex_voronoi: string = "\ fun tex_voronoi(x: float3): float4 { \ var p: float3 = floor3(x); \ var f: float3 = frac3(x); \ var id: float = 0.0; \ var res: float = 100.0; \ for (var k: int = 0; k <= 2; k += 1) \ for (var j: int = 0; j <= 2; j += 1) \ for (var i: int = 0; i <= 2; i += 1) { \ var b: float3 = float3(float(i - 1), float(j - 1), float(k - 1)); \ var pb: float3 = p + b; \ var snoise_sample: float3 = sample(snoise256, sampler_linear, (pb.xy + float2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz; \ var r: float3 = b - f + snoise_sample; \ var d: float = dot(r, r); \ if (d < res) { \ id = dot(p + b, float3(1.0, 57.0, 113.0)); \ res = d; \ } \ } \ /*var col: float3 = 0.5 + 0.5 * cos(id * 0.35 + float3(0.0, 1.0, 2.0));*/ \ var col: float3; \ col.x = 0.5 + 0.5 * cos(id * 0.35 + 0.0); \ col.y = 0.5 + 0.5 * cos(id * 0.35 + 1.0); \ col.z = 0.5 + 0.5 * cos(id * 0.35 + 2.0); \ return float4(col, sqrt(res)); \ } \ "; // By Morgan McGuire @morgan3d, http://graphicscodex.com Reuse permitted under the BSD license. // https://www.shadertoy.com/view/4dS3Wd let str_tex_noise: string = "\ fun hash(n: float): float { return frac(sin(n) * 10000.0); } \ fun tex_noise_f(x: float3): float { \ var step: float3 = float3(110.0, 241.0, 171.0); \ var i: float3 = floor3(x); \ var f: float3 = frac3(x); \ var n: float = dot(i, step); \ var u: float3 = f * f * (3.0 - 2.0 * f); \ return lerp(lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 0.0))), hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \ lerp(hash(n + dot(step, float3(0.0, 1.0, 0.0))), hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \ lerp(lerp(hash(n + dot(step, float3(0.0, 0.0, 1.0))), hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \ lerp(hash(n + dot(step, float3(0.0, 1.0, 1.0))), hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \ } \ fun tex_noise(p: float3): float { \ p = p * 1.25; \ var f: float = 0.5 * tex_noise_f(p); p = p * 2.01; \ f += 0.25 * tex_noise_f(p); p = p * 2.02; \ f += 0.125 * tex_noise_f(p); p = p * 2.03; \ f += 0.0625 * tex_noise_f(p); \ return 1.0 - f; \ } \ "; // Based on noise created by Nikita Miropolskiy, nikat/2013 // Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License let str_tex_musgrave: string = "\ fun random3(c: float3): float3 { \ var j: float = 4096.0 * sin(dot(c, float3(17.0, 59.4, 15.0))); \ var r: float3; \ r.z = frac(512.0 * j); \ j *= 0.125; \ r.x = frac(512.0 * j); \ j *= 0.125; \ r.y = frac(512.0 * j); \ return r - 0.5; \ } \ fun tex_musgrave_f(p: float3): float { \ var F3: float = 0.3333333; \ var G3: float = 0.1666667; \ var s: float3 = floor3(p + dot(p, float3(F3, F3, F3))); \ var x: float3 = p - s + dot(s, float3(G3, G3, G3)); \ var e: float3 = step3(float3(0.0, 0.0, 0.0), x - x.yzx); \ var i1: float3 = e * (1.0 - e.zxy); \ var i2: float3 = 1.0 - e.zxy * (1.0 - e); \ var x1: float3 = x - i1 + G3; \ var x2: float3 = x - i2 + 2.0 * G3; \ var x3: float3 = x - 1.0 + 3.0 * G3; \ var w: float4; \ var d: float4; \ w.x = dot(x, x); \ w.y = dot(x1, x1); \ w.z = dot(x2, x2); \ w.w = dot(x3, x3); \ w = max4(float4(0.6, 0.6, 0.6, 0.6) - w, float4(0.0, 0.0, 0.0, 0.0)); \ d.x = dot(random3(s), x); \ d.y = dot(random3(s + i1), x1); \ d.z = dot(random3(s + i2), x2); \ d.w = dot(random3(s + 1.0), x3); \ w *= w; \ w *= w; \ d *= w; \ return clamp(dot(d, float4(52.0, 52.0, 52.0, 52.0)), 0.0, 1.0); \ } \ "; let str_hue_sat: string = "\ fun hsv_to_rgb(c: float3): float3 { \ var K: float4 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \ var p: float3 = abs3(frac3(c.xxx + K.xyz) * 6.0 - K.www); \ return lerp3(K.xxx, clamp3(p - K.xxx, float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0)), c.y) * c.z; \ } \ fun rgb_to_hsv(c: float3): float3 { \ var K: float4 = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); \ var p: float4 = lerp4(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); \ var q: float4 = lerp4(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); \ var d: float = q.x - min(q.w, q.y); \ var e: float = 0.0000000001; \ return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); \ } \ fun hue_sat(col: float3, shift: float4): float3 { \ var hsv: float3 = rgb_to_hsv(col); \ hsv.x += shift.x; \ hsv.y *= shift.y; \ hsv.z *= shift.z; \ return lerp3(hsv_to_rgb(hsv), col, shift.w); \ } \ "; // https://x.com/Donzanoid/status/903424376707657730 let str_wavelength_to_rgb: string = "\ fun wavelength_to_rgb(t: float): float3 { \ var r: float3 = t * 2.1 - float3(1.8, 1.14, 0.3); \ return 1.0 - r * r; \ } \ "; let str_tex_magic: string = "\ fun tex_magic(p: float3): float3 { \ var a: float = 1.0 - (sin(p.x) + sin(p.y)); \ var b: float = 1.0 - sin(p.x - p.y); \ var c: float = 1.0 - sin(p.x + p.y); \ return float3(a, b, c); \ } \ fun tex_magic_f(p: float3): float { \ var c: float3 = tex_magic(p); \ return (c.x + c.y + c.z) / 3.0; \ } \ "; let str_tex_brick: string = "\ fun tex_brick_noise(n: int): float { \ var nn: int; \ n = (n >> 13) ^ n; \ /*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \ return 0.5 * float(nn) / 1073741824.0; \ } \ fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \ var brick_size: float3 = float3(0.9, 0.49, 0.49); \ var mortar_size: float3 = float3(0.05, 0.1, 0.1); \ p /= brick_size / 2.0; \ if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \ var row: float = p.y; \ p = frac3(p); \ var b: float3 = step3(p, 1.0 - mortar_size); \ /*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \ var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \ return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \ } \ fun tex_brick_f(p: float3): float { \ p /= float3(0.9, 0.49, 0.49) / 2.0; \ if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \ p = frac3(p); \ var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \ return lerp(1.0, 0.0, b.x * b.y * b.z); \ } \ "; let str_tex_wave: string = "\ fun tex_wave_f(p: float3): float { \ return 1.0 - sin((p.x + p.y) * 10.0); \ } \ "; let str_brightcontrast: string = "\ fun brightcontrast(col: float3, bright: float, contr: float): float3 { \ var a: float = 1.0 + contr; \ var b: float = bright - contr * 0.5; \ return max3(a * col + b, float3(0.0, 0.0, 0.0)); \ } \ "; let str_cotangent_frame: string = "\ fun cotangent_frame(n: float3, p: float3, tex_coord: float2): float3x3 { \ var duv1: float2 = ddx2(tex_coord); \ var duv2: float2 = ddy2(tex_coord); \ var dp1: float3 = ddx3(p); \ var dp2: float3 = ddy3(p); \ var dp2perp: float3 = cross(dp2, n); \ var dp1perp: float3 = cross(n, dp1); \ var t: float3 = dp2perp * duv1.x + dp1perp * duv2.x; \ var b: float3 = dp2perp * duv1.y + dp1perp * duv2.y; \ var invmax: float = rsqrt(max(dot(t, t), dot(b, b))); \ return float3x3(t * invmax, b * invmax, n); \ } \ "; let str_transpose: string = "\ fun _transpose(m: float3x3): float3x3 { return float3x3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); }\ "; let str_octahedron_wrap: string = "\ fun octahedron_wrap(v: float2): float2 { \ var a: float2; \ if (v.x >= 0.0) { a.x = 1.0; } else { a.x = -1.0; } \ if (v.y >= 0.0) { a.y = 1.0; } else { a.y = -1.0; } \ var r: float2; \ r.x = abs(v.y); \ r.y = abs(v.x); \ r.x = 1.0 - r.x; \ r.y = 1.0 - r.y; \ return r * a; \ } \ "; // let str_octahedron_wrap: string = "\ // fun octahedron_wrap(v: float2): float2 { \ // return (1.0 - abs(v.yx)) * (float2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); \ // } \ // "; let str_pack_float_int16: string = "\ fun pack_f32_i16(f: float, i: uint): float { \ return 0.062504762 * f + 0.062519999 * float(i); \ } \ "; // let str_pack_float_int16: string = "\ // fun pack_f32_i16(f: float, i: uint): float { \ // var prec: float = float(1 << 16); \ // var maxi: float = float(1 << 4); \ // var prec_minus_one: float = prec - 1.0; \ // var t1: float = ((prec / maxi) - 1.0) / prec_minus_one; \ // var t2: float = (prec / maxi) / prec_minus_one; \ // return t1 * f + t2 * float(i); \ // } \ // "; ///if arm_skin let str_get_skinning_dual_quat: string = "\ fun get_skinning_dual_quat(bone: int4, weight: float4, out A: float4, inout B: float4) { \ var bonei: int4 = bone * 2; \ var mat_a: float4x4 = float4x4( \ skin_bones[bonei.x], \ skin_bones[bonei.y], \ skin_bones[bonei.z], \ skin_bones[bonei.w]); \ var mat_b: float4x4 = float4x4( \ skin_bones[bonei.x + 1], \ skin_bones[bonei.y + 1], \ skin_bones[bonei.z + 1], \ skin_bones[bonei.w + 1]); \ weight.xyz *= sign(mat_a[3] * mat_a).xyz; \ A = mat_a * weight; \ B = mat_b * weight; \ var inv_norm_a: float = 1.0 / length(A); \ A *= inv_norm_a; \ B *= inv_norm_a; \ } \ "; ///end let str_create_basis: string = "\ fun create_basis(normal: float3, out tangent: float3, out binormal: float3) { \ tangent = normalize(camera_right - normal * dot(camera_right, normal)); \ binormal = cross(tangent, normal); \ } \ "; let str_sh_irradiance: string = "\ fun sh_irradiance(nor: float3): float3 { \ var c1: float = 0.429043; \ var c2: float = 0.511664; \ var c3: float = 0.743125; \ var c4: float = 0.886227; \ var c5: float = 0.247708; \ var cl00: float3 = float3(constants.shirr0.x, constants.shirr0.y, constants.shirr0.z); \ var cl1m1: float3 = float3(constants.shirr0.w, constants.shirr1.x, constants.shirr1.y); \ var cl10: float3 = float3(constants.shirr1.z, constants.shirr1.w, constants.shirr2.x); \ var cl11: float3 = float3(constants.shirr2.y, constants.shirr2.z, constants.shirr2.w); \ var cl2m2: float3 = float3(constants.shirr3.x, constants.shirr3.y, constants.shirr3.z); \ var cl2m1: float3 = float3(constants.shirr3.w, constants.shirr4.x, constants.shirr4.y); \ var cl20: float3 = float3(constants.shirr4.z, constants.shirr4.w, constants.shirr5.x); \ var cl21: float3 = float3(constants.shirr5.y, constants.shirr5.z, constants.shirr5.w); \ var cl22: float3 = float3(constants.shirr6.x, constants.shirr6.y, constants.shirr6.z); \ return ( \ cl22 * c1 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ cl20 * c3 * nor.x * nor.x + \ cl00 * c4 - \ cl20 * c5 + \ cl2m2 * 2.0 * c1 * nor.y * (-nor.z) + \ cl21 * 2.0 * c1 * nor.y * nor.x + \ cl2m1 * 2.0 * c1 * (-nor.z) * nor.x + \ cl11 * 2.0 * c2 * nor.y + \ cl1m1 * 2.0 * c2 * (-nor.z) + \ cl10 * 2.0 * c2 * nor.x \ ); \ } \ "; let str_envmap_equirect: string = "\ fun envmap_equirect(normal: float3, angle: float): float2 { \ var PI: float = 3.1415926535; \ var PI2: float = PI * 2.0; \ var phi: float = acos(normal.z); \ var theta: float = atan2(-normal.y, normal.x) + PI + angle; \ return float2(theta / PI2, phi / PI); \ } \ "; let str_envmap_sample: string = "\ fun envmap_sample(lod: float, coord: float2): float3 { \ if (lod == 0.0) { \ return sample_lod(senvmap_radiance, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 1.0) { \ return sample_lod(senvmap_radiance0, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 2.0) { \ return sample_lod(senvmap_radiance1, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 3.0) { \ return sample_lod(senvmap_radiance2, sampler_linear, coord, 0.0).rgb; \ } \ if (lod == 4.0) { \ return sample_lod(senvmap_radiance3, sampler_linear, coord, 0.0).rgb; \ } \ return sample_lod(senvmap_radiance4, sampler_linear, coord, 0.0).rgb; \ } \ "; let str_get_pos_nor_from_depth: string = "\ fun get_pos_from_depth(uv: float2, invVP: float4x4): float3 { \ var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \ var wpos: float4 = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \ wpos = invVP * wpos; \ return wpos.xyz / wpos.w; \ } \ fun get_nor_from_depth(p0: float3, uv: float2, invVP: float4x4, tex_step: float2): float3 { \ var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \ var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \ return normalize(cross(p2 - p0, p1 - p0)); \ } \ "; //// let str_get_smudge_tool_weight: string = "\ fun get_smudge_tool_weight(i: int): float { \ if (i == 0) { return 1.0 / 28.0; } \ if (i == 1) { return 2.0 / 28.0; } \ if (i == 2) { return 3.0 / 28.0; } \ if (i == 3) { return 4.0 / 28.0; } \ if (i == 4) { return 5.0 / 28.0; } \ if (i == 5) { return 6.0 / 28.0; } \ return 7.0 / 28.0; \ } \ "; let str_get_blur_tool_weight: string = "\ fun get_blur_tool_weight(i: int): float { \ if (i == 0) { return 0.034619 / 2.0; } \ if (i == 1) { return 0.044859 / 2.0; } \ if (i == 2) { return 0.055857 / 2.0; } \ if (i == 3) { return 0.066833 / 2.0; } \ if (i == 4) { return 0.076841 / 2.0; } \ if (i == 5) { return 0.084894 / 2.0; } \ if (i == 6) { return 0.090126 / 2.0; } \ if (i == 7) { return 0.09194 / 2.0; } \ if (i == 8) { return 0.090126 / 2.0; } \ if (i == 9) { return 0.084894 / 2.0; } \ if (i == 10) { return 0.076841 / 2.0; } \ if (i == 11) { return 0.066833 / 2.0; } \ if (i == 12) { return 0.055857 / 2.0; } \ if (i == 13) { return 0.044859 / 2.0; } \ return 0.034619 / 2.0; \ } \ "; ////