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- 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)); \
- } \
- ";
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