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@@ -1,132 +1,214 @@
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export default /* glsl */`
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#ifdef ENVMAP_TYPE_CUBE_UV
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-#define cubeUV_maxMipLevel 8.0
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-#define cubeUV_minMipLevel 4.0
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-#define cubeUV_maxTileSize 256.0
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-#define cubeUV_minTileSize 16.0
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-
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-// These shader functions convert between the UV coordinates of a single face of
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-// a cubemap, the 0-5 integer index of a cube face, and the direction vector for
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-// sampling a textureCube (not generally normalized).
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-
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-float getFace(vec3 direction) {
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- vec3 absDirection = abs(direction);
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- float face = -1.0;
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- if (absDirection.x > absDirection.z) {
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- if (absDirection.x > absDirection.y)
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- face = direction.x > 0.0 ? 0.0 : 3.0;
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- else
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- face = direction.y > 0.0 ? 1.0 : 4.0;
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- } else {
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- if (absDirection.z > absDirection.y)
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- face = direction.z > 0.0 ? 2.0 : 5.0;
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- else
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- face = direction.y > 0.0 ? 1.0 : 4.0;
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- }
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- return face;
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-}
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-
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-// RH coordinate system; PMREM face-indexing convention
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-vec2 getUV(vec3 direction, float face) {
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- vec2 uv;
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- if (face == 0.0) {
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- uv = vec2(direction.z, direction.y) / abs(direction.x); // pos x
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- } else if (face == 1.0) {
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- uv = vec2(-direction.x, -direction.z) / abs(direction.y); // pos y
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- } else if (face == 2.0) {
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- uv = vec2(-direction.x, direction.y) / abs(direction.z); // pos z
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- } else if (face == 3.0) {
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- uv = vec2(-direction.z, direction.y) / abs(direction.x); // neg x
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- } else if (face == 4.0) {
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- uv = vec2(-direction.x, direction.z) / abs(direction.y); // neg y
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- } else {
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- uv = vec2(direction.x, direction.y) / abs(direction.z); // neg z
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+ #define cubeUV_maxMipLevel 8.0
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+ #define cubeUV_minMipLevel 4.0
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+ #define cubeUV_maxTileSize 256.0
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+ #define cubeUV_minTileSize 16.0
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+
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+ // These shader functions convert between the UV coordinates of a single face of
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+ // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
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+ // sampling a textureCube (not generally normalized ).
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+
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+ float getFace( vec3 direction ) {
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+
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+ vec3 absDirection = abs( direction );
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+
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+ float face = - 1.0;
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+
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+ if ( absDirection.x > absDirection.z ) {
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+
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+ if ( absDirection.x > absDirection.y )
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+
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+ face = direction.x > 0.0 ? 0.0 : 3.0;
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+
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+ else
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+
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+ face = direction.y > 0.0 ? 1.0 : 4.0;
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+
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+ } else {
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+
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+ if ( absDirection.z > absDirection.y )
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+
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+ face = direction.z > 0.0 ? 2.0 : 5.0;
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+
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+ else
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+
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+ face = direction.y > 0.0 ? 1.0 : 4.0;
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+
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+ }
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+
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+ return face;
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+
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}
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- return 0.5 * (uv + 1.0);
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-}
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-
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-vec3 bilinearCubeUV(sampler2D envMap, vec3 direction, float mipInt) {
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- float face = getFace(direction);
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- float filterInt = max(cubeUV_minMipLevel - mipInt, 0.0);
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- mipInt = max(mipInt, cubeUV_minMipLevel);
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- float faceSize = exp2(mipInt);
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-
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- float texelSize = 1.0 / (3.0 * cubeUV_maxTileSize);
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-
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- vec2 uv = getUV(direction, face) * (faceSize - 1.0);
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- vec2 f = fract(uv);
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- uv += 0.5 - f;
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- if (face > 2.0) {
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- uv.y += faceSize;
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- face -= 3.0;
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+
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+ // RH coordinate system; PMREM face-indexing convention
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+ vec2 getUV( vec3 direction, float face ) {
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+
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+ vec2 uv;
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+
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+ if ( face == 0.0 ) {
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+
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+ uv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x
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+
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+ } else if ( face == 1.0 ) {
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+
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+ uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y
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+
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+ } else if ( face == 2.0 ) {
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+
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+ uv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z
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+
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+ } else if ( face == 3.0 ) {
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+
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+ uv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x
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+
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+ } else if ( face == 4.0 ) {
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+
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+ uv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y
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+
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+ } else {
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+
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+ uv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z
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+
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+ }
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+
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+ return 0.5 * ( uv + 1.0 );
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+
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}
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- uv.x += face * faceSize;
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- if(mipInt < cubeUV_maxMipLevel){
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- uv.y += 2.0 * cubeUV_maxTileSize;
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+
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+ vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {
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+
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+ float face = getFace( direction );
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+
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+ float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );
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+
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+ mipInt = max( mipInt, cubeUV_minMipLevel );
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+
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+ float faceSize = exp2( mipInt );
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+
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+ float texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );
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+
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+ vec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );
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+
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+ vec2 f = fract( uv );
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+
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+ uv += 0.5 - f;
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+
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+ if ( face > 2.0 ) {
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+
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+ uv.y += faceSize;
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+
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+ face -= 3.0;
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+
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+ }
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+
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+ uv.x += face * faceSize;
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+
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+ if ( mipInt < cubeUV_maxMipLevel ) {
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+
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+ uv.y += 2.0 * cubeUV_maxTileSize;
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+
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+ }
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+
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+ uv.y += filterInt * 2.0 * cubeUV_minTileSize;
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+
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+ uv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );
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+
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+ uv *= texelSize;
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+
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+ vec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
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+
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+ uv.x += texelSize;
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+
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+ vec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
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+
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+ uv.y += texelSize;
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+
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+ vec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
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+
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+ uv.x -= texelSize;
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+
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+ vec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;
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+
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+ vec3 tm = mix( tl, tr, f.x );
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+
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+ vec3 bm = mix( bl, br, f.x );
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+
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+ return mix( tm, bm, f.y );
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+
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}
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- uv.y += filterInt * 2.0 * cubeUV_minTileSize;
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- uv.x += 3.0 * max(0.0, cubeUV_maxTileSize - 2.0 * faceSize);
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- uv *= texelSize;
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-
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- vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
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- uv.x += texelSize;
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- vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
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- uv.y += texelSize;
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- vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
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- uv.x -= texelSize;
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- vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb;
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- vec3 tm = mix(tl, tr, f.x);
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- vec3 bm = mix(bl, br, f.x);
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- return mix(tm, bm, f.y);
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-}
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-
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-// These defines must match with PMREMGenerator
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-
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-#define r0 1.0
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-#define v0 0.339
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-#define m0 -2.0
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-#define r1 0.8
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-#define v1 0.276
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-#define m1 -1.0
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-#define r4 0.4
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-#define v4 0.046
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-#define m4 2.0
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-#define r5 0.305
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-#define v5 0.016
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-#define m5 3.0
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-#define r6 0.21
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-#define v6 0.0038
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-#define m6 4.0
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-
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-float roughnessToMip(float roughness) {
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- float mip = 0.0;
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- if (roughness >= r1) {
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- mip = (r0 - roughness) * (m1 - m0) / (r0 - r1) + m0;
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- } else if (roughness >= r4) {
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- mip = (r1 - roughness) * (m4 - m1) / (r1 - r4) + m1;
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- } else if (roughness >= r5) {
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- mip = (r4 - roughness) * (m5 - m4) / (r4 - r5) + m4;
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- } else if (roughness >= r6) {
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- mip = (r5 - roughness) * (m6 - m5) / (r5 - r6) + m5;
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- } else {
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- mip = -2.0 * log2(1.16 * roughness);// 1.16 = 1.79^0.25
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+
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+ // These defines must match with PMREMGenerator
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+
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+ #define r0 1.0
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+ #define v0 0.339
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+ #define m0 - 2.0
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+ #define r1 0.8
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+ #define v1 0.276
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+ #define m1 - 1.0
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+ #define r4 0.4
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+ #define v4 0.046
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+ #define m4 2.0
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+ #define r5 0.305
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+ #define v5 0.016
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+ #define m5 3.0
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+ #define r6 0.21
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+ #define v6 0.0038
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+ #define m6 4.0
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+
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+ float roughnessToMip( float roughness ) {
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+
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+ float mip = 0.0;
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+
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+ if ( roughness >= r1 ) {
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+
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+ mip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;
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+
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+ } else if ( roughness >= r4 ) {
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+
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+ mip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;
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+
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+ } else if ( roughness >= r5 ) {
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+
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+ mip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;
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+
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+ } else if ( roughness >= r6 ) {
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+
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+ mip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;
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+
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+ } else {
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+
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+ mip = - 2.0 * log2( 1.16 * roughness ); // 1.16 = 1.79^0.25
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+ }
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+
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+ return mip;
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+
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}
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- return mip;
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-}
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-
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-vec4 textureCubeUV(sampler2D envMap, vec3 sampleDir, float roughness) {
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- float mip = clamp(roughnessToMip(roughness), m0, cubeUV_maxMipLevel);
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- float mipF = fract(mip);
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- float mipInt = floor(mip);
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-
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- vec3 color0 = bilinearCubeUV(envMap, sampleDir, mipInt);
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- if (mipF == 0.0) {
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- return vec4(color0, 1.0);
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- } else {
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- vec3 color1 = bilinearCubeUV(envMap, sampleDir, mipInt + 1.0);
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- return vec4(mix(color0, color1, mipF), 1.0);
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+
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+ vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {
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+
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+ float mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );
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+
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+ float mipF = fract( mip );
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+
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+ float mipInt = floor( mip );
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+
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+ vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );
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+
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+ if ( mipF == 0.0 ) {
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+
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+ return vec4( color0, 1.0 );
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+
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+ } else {
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+
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+ vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );
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+
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+ return vec4( mix( color0, color1, mipF ), 1.0 );
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+
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+ }
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+
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}
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-}
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+
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#endif
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`;
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