function strings_error0(): string { return tr("Error: .arm file expected"); } function strings_error1(): string { return tr("Error: Unknown asset format"); } function strings_error2(): string { return tr("Error: Could not locate texture"); } function strings_error3(): string { return tr("Error: Failed to read mesh data"); } function strings_error5(): string { return tr("Error: Check internet connection to access the cloud"); } function strings_info0(): string { return tr("Info: Asset already imported"); } function strings_graphics_api(): string { ///if krom_direct3d11 return "Direct3D11"; ///elseif krom_direct3d12 return "Direct3D12"; ///elseif krom_metal return "Metal"; ///elseif krom_vulkan return "Vulkan"; ///else return "OpenGL"; ///end } let str_tex_checker: string = " \ vec3 tex_checker(const vec3 co, const vec3 col1, const vec3 col2, const float scale) { \ // Prevent precision issues on unit coordinates \ vec3 p = (co + 0.000001 * 0.999999) * scale; \ float xi = abs(floor(p.x)); \ float yi = abs(floor(p.y)); \ float zi = abs(floor(p.z)); \ bool check = ((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0))); \ return check ? col1 : col2; \ } \ float tex_checker_f(const vec3 co, const float scale) { \ vec3 p = (co + 0.000001 * 0.999999) * scale; \ float xi = abs(floor(p.x)); \ float yi = abs(floor(p.y)); \ float zi = abs(floor(p.z)); \ return float((mod(xi, 2.0) == mod(yi, 2.0)) == bool(mod(zi, 2.0))); \ } \ "; // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License let str_tex_voronoi: string = " \ vec4 tex_voronoi(const vec3 x, textureArg(snoise256)) { \ vec3 p = floor(x); \ vec3 f = fract(x); \ float id = 0.0; \ float res = 100.0; \ for (int k = -1; k <= 1; k++) \ for (int j = -1; j <= 1; j++) \ for (int i = -1; i <= 1; i++) { \ vec3 b = vec3(float(i), float(j), float(k)); \ vec3 pb = p + b; \ vec3 r = vec3(b) - f + texture(snoise256, (pb.xy + vec2(3.0, 1.0) * pb.z + 0.5) / 256.0).xyz; \ float d = dot(r, r); \ if (d < res) { \ id = dot(p + b, vec3(1.0, 57.0, 113.0)); \ res = d; \ } \ } \ vec3 col = 0.5 + 0.5 * cos(id * 0.35 + vec3(0.0, 1.0, 2.0)); \ return vec4(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 = " \ float hash(float n) { return fract(sin(n) * 1e4); } \ float tex_noise_f(vec3 x) { \ const vec3 step = vec3(110, 241, 171); \ vec3 i = floor(x); \ vec3 f = fract(x); \ float n = dot(i, step); \ vec3 u = f * f * (3.0 - 2.0 * f); \ return mix(mix(mix(hash(n + dot(step, vec3(0, 0, 0))), hash(n + dot(step, vec3(1, 0, 0))), u.x), \ mix(hash(n + dot(step, vec3(0, 1, 0))), hash(n + dot(step, vec3(1, 1, 0))), u.x), u.y), \ mix(mix(hash(n + dot(step, vec3(0, 0, 1))), hash(n + dot(step, vec3(1, 0, 1))), u.x), \ mix(hash(n + dot(step, vec3(0, 1, 1))), hash(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z); \ } \ float tex_noise(vec3 p) { \ p *= 1.25; \ float f = 0.5 * tex_noise_f(p); p *= 2.01; \ f += 0.25 * tex_noise_f(p); p *= 2.02; \ f += 0.125 * tex_noise_f(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 = " \ vec3 random3(const vec3 c) { \ float j = 4096.0 * sin(dot(c, vec3(17.0, 59.4, 15.0))); \ vec3 r; \ r.z = fract(512.0 * j); \ j *= 0.125; \ r.x = fract(512.0 * j); \ j *= 0.125; \ r.y = fract(512.0 * j); \ return r - 0.5; \ } \ float tex_musgrave_f(const vec3 p) { \ const float F3 = 0.3333333; \ const float G3 = 0.1666667; \ vec3 s = floor(p + dot(p, vec3(F3, F3, F3))); \ vec3 x = p - s + dot(s, vec3(G3, G3, G3)); \ vec3 e = step(vec3(0.0, 0.0, 0.0), x - x.yzx); \ vec3 i1 = e * (1.0 - e.zxy); \ vec3 i2 = 1.0 - e.zxy * (1.0 - e); \ vec3 x1 = x - i1 + G3; \ vec3 x2 = x - i2 + 2.0 * G3; \ vec3 x3 = x - 1.0 + 3.0 * G3; \ vec4 w, d; \ w.x = dot(x, x); \ w.y = dot(x1, x1); \ w.z = dot(x2, x2); \ w.w = dot(x3, x3); \ w = max(0.6 - w, 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, vec4(52.0, 52.0, 52.0, 52.0)), 0.0, 1.0); \ } \ "; let str_hue_sat: string = " \ vec3 hsv_to_rgb(const vec3 c) { \ const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); \ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); \ } \ vec3 rgb_to_hsv(const vec3 c) { \ const vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); \ vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); \ vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); \ float d = q.x - min(q.w, q.y); \ float e = 1.0e-10; \ return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); \ } \ vec3 hue_sat(const vec3 col, const vec4 shift) { \ vec3 hsv = rgb_to_hsv(col); \ hsv.x += shift.x; \ hsv.y *= shift.y; \ hsv.z *= shift.z; \ return mix(hsv_to_rgb(hsv), col, shift.w); \ } \ "; // https://twitter.com/Donzanoid/status/903424376707657730 let str_wavelength_to_rgb: string = " \ vec3 wavelength_to_rgb(const float t) { \ vec3 r = t * 2.1 - vec3(1.8, 1.14, 0.3); \ return 1.0 - r * r; \ } \ "; let str_tex_magic: string = " \ vec3 tex_magic(const vec3 p) { \ float a = 1.0 - (sin(p.x) + sin(p.y)); \ float b = 1.0 - sin(p.x - p.y); \ float c = 1.0 - sin(p.x + p.y); \ return vec3(a, b, c); \ } \ float tex_magic_f(const vec3 p) { \ vec3 c = tex_magic(p); \ return (c.x + c.y + c.z) / 3.0; \ } \ "; let str_tex_brick: string = " \ float tex_brick_noise(int n) { \ int nn; \ n = (n >> 13) ^ n; \ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; \ return 0.5f * float(nn) / 1073741824.0; \ } \ vec3 tex_brick(vec3 p, const vec3 c1, const vec3 c2, const vec3 c3) { \ vec3 brickSize = vec3(0.9, 0.49, 0.49); \ vec3 mortarSize = vec3(0.05, 0.1, 0.1); \ p /= brickSize / 2; \ if (fract(p.y * 0.5) > 0.5) p.x += 0.5; \ float col = floor(p.x / (brickSize.x + (mortarSize.x * 2.0))); \ float row = p.y; \ p = fract(p); \ vec3 b = step(p, 1.0 - mortarSize); \ float tint = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xFFFF)), 0.0), 1.0); \ return mix(c3, mix(c1, c2, tint), b.x * b.y * b.z); \ } \ float tex_brick_f(vec3 p) { \ p /= vec3(0.9, 0.49, 0.49) / 2; \ if (fract(p.y * 0.5) > 0.5) p.x += 0.5; \ p = fract(p); \ vec3 b = step(p, vec3(0.95, 0.9, 0.9)); \ return mix(1.0, 0.0, b.x * b.y * b.z); \ } \ "; let str_tex_wave: string = " \ float tex_wave_f(const vec3 p) { \ return 1.0 - sin((p.x + p.y) * 10.0); \ } \ "; let str_brightcontrast: string = " \ vec3 brightcontrast(const vec3 col, const float bright, const float contr) { \ float a = 1.0 + contr; \ float b = bright - contr * 0.5; \ return max(a * col + b, 0.0); \ } \ "; ///if arm_voxels let str_trace_ao: string = " \ float traceConeAO(sampler3D voxels, const vec3 origin, vec3 dir, const float aperture, const float maxDist, const float offset) { \ const ivec3 voxelgiResolution = ivec3(256, 256, 256); \ const float voxelgiStep = 1.0; \ const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep; \ dir = normalize(dir); \ float sampleCol = 0.0; \ float dist = offset; \ float diam = dist * aperture; \ vec3 samplePos; \ while (sampleCol < 1.0 && dist < maxDist) { \ samplePos = dir * dist + origin; \ float mip = max(log2(diam * voxelgiResolution.x), 0); \ float mipSample = textureLod(voxels, samplePos * 0.5 + vec3(0.5, 0.5, 0.5), mip).r; \ sampleCol += (1 - sampleCol) * mipSample; \ dist += max(diam / 2, VOXEL_SIZE); \ diam = dist * aperture; \ } \ return sampleCol; \ } \ vec3 tangent(const vec3 n) { \ vec3 t1 = cross(n, vec3(0, 0, 1)); \ vec3 t2 = cross(n, vec3(0, 1, 0)); \ if (length(t1) > length(t2)) return normalize(t1); \ else return normalize(t2); \ } \ float traceAO(const vec3 origin, const vec3 normal, const float vrange, const float voffset) { \ const float angleMix = 0.5f; \ const float aperture = 0.55785173935; \ vec3 o1 = normalize(tangent(normal)); \ vec3 o2 = normalize(cross(o1, normal)); \ vec3 c1 = 0.5f * (o1 + o2); \ vec3 c2 = 0.5f * (o1 - o2); \ float MAX_DISTANCE = 1.73205080757 * 2.0 * vrange; \ const ivec3 voxelgiResolution = ivec3(256, 256, 256); \ const float voxelgiStep = 1.0; \ const float VOXEL_SIZE = (2.0 / voxelgiResolution.x) * voxelgiStep; \ float offset = 1.5 * VOXEL_SIZE * 2.5 * voffset; \ float col = traceConeAO(voxels, origin, normal, aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, o1, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, o2, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, -c1, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, -c2, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, -o1, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, -o2, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, c1, angleMix), aperture, MAX_DISTANCE, offset); \ col += traceConeAO(voxels, origin, mix(normal, c2, angleMix), aperture, MAX_DISTANCE, offset); \ return col / 9.0; \ } \ "; ///end let str_cotangent_frame: string = " \ mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 duv1, const vec2 duv2) { \ vec3 dp1 = dFdx(p); \ vec3 dp2 = dFdy(p); \ vec3 dp2perp = cross(dp2, n); \ vec3 dp1perp = cross(n, dp1); \ vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; \ vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; \ float invmax = inversesqrt(max(dot(t, t), dot(b, b))); \ return mat3(t * invmax, b * invmax, n); \ } \ mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 texCoord) { \ return cotangentFrame(n, p, dFdx(texCoord), dFdy(texCoord)); \ } \ "; let str_octahedron_wrap: string = " \ vec2 octahedronWrap(const vec2 v) { \ return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); \ } \ "; let str_pack_float_int16: string = " \ float packFloatInt16(const float f, const uint i) { \ const float prec = float(1 << 16); \ const float maxi = float(1 << 4); \ const float precMinusOne = prec - 1.0; \ const float t1 = ((prec / maxi) - 1.0) / precMinusOne; \ const float t2 = (prec / maxi) / precMinusOne; \ return t1 * f + t2 * float(i); \ } \ "; ///if arm_skin let str_get_skinning_dual_quat: string = " \ void getSkinningDualQuat(const ivec4 bone, vec4 weight, out vec4 A, inout vec4 B) { \ ivec4 bonei = bone * 2; \ mat4 matA = mat4( \ skinBones[bonei.x], \ skinBones[bonei.y], \ skinBones[bonei.z], \ skinBones[bonei.w]); \ mat4 matB = mat4( \ skinBones[bonei.x + 1], \ skinBones[bonei.y + 1], \ skinBones[bonei.z + 1], \ skinBones[bonei.w + 1]); \ weight.xyz *= sign(mul(matA, matA[3])).xyz; \ A = mul(weight, matA); \ B = mul(weight, matB); \ float invNormA = 1.0 / length(A); \ A *= invNormA; \ B *= invNormA; \ } \ "; ///end let str_create_basis: string = " \ void createBasis(vec3 normal, out vec3 tangent, out vec3 binormal) { \ tangent = normalize(cameraRight - normal * dot(cameraRight, normal)); \ binormal = cross(tangent, normal); \ } \ "; function str_sh_irradiance(): string { ///if krom_metal return "vec3 shIrradiance(const vec3 nor, constant vec4 shirr[7]) { \ const float c1 = 0.429043; \ const float c2 = 0.511664; \ const float c3 = 0.743125; \ const float c4 = 0.886227; \ const float c5 = 0.247708; \ vec3 cl00 = vec3(shirr[0].x, shirr[0].y, shirr[0].z); \ vec3 cl1m1 = vec3(shirr[0].w, shirr[1].x, shirr[1].y); \ vec3 cl10 = vec3(shirr[1].z, shirr[1].w, shirr[2].x); \ vec3 cl11 = vec3(shirr[2].y, shirr[2].z, shirr[2].w); \ vec3 cl2m2 = vec3(shirr[3].x, shirr[3].y, shirr[3].z); \ vec3 cl2m1 = vec3(shirr[3].w, shirr[4].x, shirr[4].y); \ vec3 cl20 = vec3(shirr[4].z, shirr[4].w, shirr[5].x); \ vec3 cl21 = vec3(shirr[5].y, shirr[5].z, shirr[5].w); \ vec3 cl22 = vec3(shirr[6].x, shirr[6].y, shirr[6].z); \ return ( \ c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ c3 * cl20 * nor.x * nor.x + \ c4 * cl00 - \ c5 * cl20 + \ 2.0 * c1 * cl2m2 * nor.y * (-nor.z) + \ 2.0 * c1 * cl21 * nor.y * nor.x + \ 2.0 * c1 * cl2m1 * (-nor.z) * nor.x + \ 2.0 * c2 * cl11 * nor.y + \ 2.0 * c2 * cl1m1 * (-nor.z) + \ 2.0 * c2 * cl10 * nor.x \ ); \ } \ "; ///else return "vec3 shIrradiance(const vec3 nor, const vec4 shirr[7]) { \ const float c1 = 0.429043; \ const float c2 = 0.511664; \ const float c3 = 0.743125; \ const float c4 = 0.886227; \ const float c5 = 0.247708; \ vec3 cl00 = vec3(shirr[0].x, shirr[0].y, shirr[0].z); \ vec3 cl1m1 = vec3(shirr[0].w, shirr[1].x, shirr[1].y); \ vec3 cl10 = vec3(shirr[1].z, shirr[1].w, shirr[2].x); \ vec3 cl11 = vec3(shirr[2].y, shirr[2].z, shirr[2].w); \ vec3 cl2m2 = vec3(shirr[3].x, shirr[3].y, shirr[3].z); \ vec3 cl2m1 = vec3(shirr[3].w, shirr[4].x, shirr[4].y); \ vec3 cl20 = vec3(shirr[4].z, shirr[4].w, shirr[5].x); \ vec3 cl21 = vec3(shirr[5].y, shirr[5].z, shirr[5].w); \ vec3 cl22 = vec3(shirr[6].x, shirr[6].y, shirr[6].z); \ return ( \ c1 * cl22 * (nor.y * nor.y - (-nor.z) * (-nor.z)) + \ c3 * cl20 * nor.x * nor.x + \ c4 * cl00 - \ c5 * cl20 + \ 2.0 * c1 * cl2m2 * nor.y * (-nor.z) + \ 2.0 * c1 * cl21 * nor.y * nor.x + \ 2.0 * c1 * cl2m1 * (-nor.z) * nor.x + \ 2.0 * c2 * cl11 * nor.y + \ 2.0 * c2 * cl1m1 * (-nor.z) + \ 2.0 * c2 * cl10 * nor.x \ ); \ } \ "; ///end } let str_envmap_equirect: string = " \ vec2 envMapEquirect(const vec3 normal, const float angle) { \ const float PI = 3.1415926535; \ const float PI2 = PI * 2.0; \ float phi = acos(normal.z); \ float theta = atan2(-normal.y, normal.x) + PI + angle; \ return vec2(theta / PI2, phi / PI); \ } \ "; // Linearly Transformed Cosines // https://eheitzresearch.wordpress.com/415-2/ let str_ltc_evaluate: string = " \ float integrateEdge(vec3 v1, vec3 v2) { \ float cosTheta = dot(v1, v2); \ float theta = acos(cosTheta); \ float res = cross(v1, v2).z * ((theta > 0.001) ? theta / sin(theta) : 1.0); \ return res; \ } \ float ltcEvaluate(vec3 N, vec3 V, float dotNV, vec3 P, mat3 Minv, vec3 points0, vec3 points1, vec3 points2, vec3 points3) { \ vec3 T1 = normalize(V - N * dotNV); \ vec3 T2 = cross(N, T1); \ Minv = mul(transpose(mat3(T1, T2, N)), Minv); \ vec3 L0 = mul((points0 - P), Minv); \ vec3 L1 = mul((points1 - P), Minv); \ vec3 L2 = mul((points2 - P), Minv); \ vec3 L3 = mul((points3 - P), Minv); \ vec3 L4 = vec3(0.0, 0.0, 0.0); \ int n = 0; \ int config = 0; \ if (L0.z > 0.0) config += 1; \ if (L1.z > 0.0) config += 2; \ if (L2.z > 0.0) config += 4; \ if (L3.z > 0.0) config += 8; \ if (config == 0) {} \ else if (config == 1) { \ n = 3; \ L1 = -L1.z * L0 + L0.z * L1; \ L2 = -L3.z * L0 + L0.z * L3; \ } \ else if (config == 2) { \ n = 3; \ L0 = -L0.z * L1 + L1.z * L0; \ L2 = -L2.z * L1 + L1.z * L2; \ } \ else if (config == 3) { \ n = 4; \ L2 = -L2.z * L1 + L1.z * L2; \ L3 = -L3.z * L0 + L0.z * L3; \ } \ else if (config == 4) { \ n = 3; \ L0 = -L3.z * L2 + L2.z * L3; \ L1 = -L1.z * L2 + L2.z * L1; \ } \ else if (config == 5) { n = 0; } \ else if (config == 6) { \ n = 4; \ L0 = -L0.z * L1 + L1.z * L0; \ L3 = -L3.z * L2 + L2.z * L3; \ } \ else if (config == 7) { \ n = 5; \ L4 = -L3.z * L0 + L0.z * L3; \ L3 = -L3.z * L2 + L2.z * L3; \ } \ else if (config == 8) { \ n = 3; \ L0 = -L0.z * L3 + L3.z * L0; \ L1 = -L2.z * L3 + L3.z * L2; \ L2 = L3; \ } \ else if (config == 9) { \ n = 4; \ L1 = -L1.z * L0 + L0.z * L1; \ L2 = -L2.z * L3 + L3.z * L2; \ } \ else if (config == 10) { n = 0; } \ else if (config == 11) { \ n = 5; \ L4 = L3; \ L3 = -L2.z * L3 + L3.z * L2; \ L2 = -L2.z * L1 + L1.z * L2; \ } \ else if (config == 12) { \ n = 4; \ L1 = -L1.z * L2 + L2.z * L1; \ L0 = -L0.z * L3 + L3.z * L0; \ } \ else if (config == 13) { \ n = 5; \ L4 = L3; \ L3 = L2; \ L2 = -L1.z * L2 + L2.z * L1; \ L1 = -L1.z * L0 + L0.z * L1; \ } \ else if (config == 14) { \ n = 5; \ L4 = -L0.z * L3 + L3.z * L0; \ L0 = -L0.z * L1 + L1.z * L0; \ } \ else if (config == 15) { n = 4; } \ if (n == 0) return 0.0; \ if (n == 3) L3 = L0; \ if (n == 4) L4 = L0; \ L0 = normalize(L0); \ L1 = normalize(L1); \ L2 = normalize(L2); \ L3 = normalize(L3); \ L4 = normalize(L4); \ float sum = 0.0; \ sum += integrateEdge(L0, L1); \ sum += integrateEdge(L1, L2); \ sum += integrateEdge(L2, L3); \ if (n >= 4) sum += integrateEdge(L3, L4); \ if (n == 5) sum += integrateEdge(L4, L0); \ return max(0.0, -sum); \ } \ "; let str_get_pos_from_depth: string = " \ vec3 get_pos_from_depth(vec2 uv, mat4 invVP, textureArg(gbufferD)) { \ #if defined(HLSL) || defined(METAL) || defined(SPIRV) \ float depth = textureLod(gbufferD, vec2(uv.x, 1.0 - uv.y), 0.0).r; \ #else \ float depth = textureLod(gbufferD, uv, 0.0).r; \ #endif \ vec4 wpos = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \ wpos = mul(wpos, invVP); \ return wpos.xyz / wpos.w; \ } \ "; let str_get_nor_from_depth: string = " \ vec3 get_nor_from_depth(vec3 p0, vec2 uv, mat4 invVP, vec2 texStep, textureArg(gbufferD)) { \ vec3 p1 = get_pos_from_depth(uv + vec2(texStep.x * 4.0, 0.0), invVP, texturePass(gbufferD)); \ vec3 p2 = get_pos_from_depth(uv + vec2(0.0, texStep.y * 4.0), invVP, texturePass(gbufferD)); \ return normalize(cross(p2 - p0, p1 - p0)); \ } \ ";