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@@ -14489,15 +14489,15 @@ float D_GGX( const in float alpha, const in float dotNH ) {
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}
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// GGX Distribution, Schlick Fresnel, GGX-Smith Visibility
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-vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
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+vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {
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float alpha = pow2( roughness ); // UE4's roughness
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- vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
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+ vec3 halfDir = normalize( incidentLight.direction + viewDir );
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- float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );
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- float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
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- float dotNH = saturate( dot( geometry.normal, halfDir ) );
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+ float dotNL = saturate( dot( normal, incidentLight.direction ) );
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+ float dotNV = saturate( dot( normal, viewDir ) );
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+ float dotNH = saturate( dot( normal, halfDir ) );
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float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
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vec3 F = F_Schlick( specularColor, dotLH );
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@@ -14510,29 +14510,6 @@ vec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in Geometric
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} // validated
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-#ifndef STANDARD
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-vec3 BRDF_ClearCoat_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
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-
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- float alpha = pow2( roughness ); // UE4's roughness
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-
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- vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );
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-
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- float dotNL = saturate( dot( geometry.clearCoatNormal, incidentLight.direction ) );
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- float dotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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- float dotNH = saturate( dot( geometry.clearCoatNormal, halfDir ) );
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- float dotLH = saturate( dot( incidentLight.direction, halfDir ) );
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-
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- vec3 F = F_Schlick( specularColor, dotLH );
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-
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- float G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );
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-
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- float D = D_GGX( alpha, dotNH );
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-
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- return F * ( G * D );
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-
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-}
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-#endif
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-
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// Rect Area Light
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// Real-Time Polygonal-Light Shading with Linearly Transformed Cosines
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@@ -14651,9 +14628,9 @@ vec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in m
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// End Rect Area Light
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// ref: https://www.unrealengine.com/blog/physically-based-shading-on-mobile - environmentBRDF for GGX on mobile
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-vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
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+vec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {
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- float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
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+ float dotNV = saturate( dot( normal, viewDir ) );
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vec2 brdf = integrateSpecularBRDF( dotNV, roughness );
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@@ -14661,17 +14638,6 @@ vec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in
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} // validated
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-#ifndef STANDARD
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-vec3 BRDF_ClearCoat_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {
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-
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- float dotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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-
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- vec2 brdf = integrateSpecularBRDF( dotNV, roughness );
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-
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- return specularColor * brdf.x + brdf.y;
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-}
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-#endif
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-
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// Fdez-Agüera's "Multiple-Scattering Microfacet Model for Real-Time Image Based Lighting"
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// Approximates multiscattering in order to preserve energy.
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// http://www.jcgt.org/published/0008/01/03/
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@@ -14796,8 +14762,12 @@ struct GeometricContext {
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vec3 normal;
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vec3 viewDir;
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- #ifndef STANDARD
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- vec3 clearCoatNormal;
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+ #ifndef STANDARD
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+
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+ vec3 clearCoatNormal;
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+
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+ #endif
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#endif
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};
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@@ -15107,38 +15077,49 @@ float clearCoatDHRApprox( const in float roughness, const in float dotNL ) {
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#endif
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void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
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-
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+ // TODO: refactor more
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float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
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vec3 irradiance = dotNL * directLight.color;
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- #ifndef STANDARD
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- float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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- float ccDotNL = ccDotNV;
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- vec3 ccIrradiance= ccDotNL * directLight.color;
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- #endif
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-
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#ifndef PHYSICALLY_CORRECT_LIGHTS
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irradiance *= PI; // punctual light
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- #ifndef STANDARD
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- ccIrradiance *= PI; // punctual light
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+
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+ #endif
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+
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+ #ifndef STANDARD
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ float ccDotNL = saturate( dot( geometry.clearCoatNormal, directLight.direction ) );
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+ vec3 ccIrradiance = ccDotNL * directLight.color;
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+
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+ #ifndef PHYSICALLY_CORRECT_LIGHTS
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+
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+ ccIrradiance *= PI; // punctual light
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+
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+ #endif
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#endif
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#endif
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#ifndef STANDARD
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- float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );
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+ #else
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+ float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );
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+ #endif
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#else
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float clearCoatDHR = 0.0;
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#endif
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- reflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );
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+ reflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );
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reflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
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#ifndef STANDARD
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-
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- reflectedLight.directSpecular += ccIrradiance * material.clearCoat * BRDF_ClearCoat_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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-
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ reflectedLight.directSpecular += ccIrradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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+ #else
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+ reflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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+ #endif
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#endif
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}
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@@ -15158,7 +15139,11 @@ void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricCo
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void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {
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#ifndef STANDARD
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- float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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+ #else
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+ float ccDotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
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+ #endif
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float ccDotNL = ccDotNV;
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float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );
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#else
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@@ -15185,14 +15170,16 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia
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#else
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- reflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );
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+ reflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );
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#endif
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#ifndef STANDARD
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-
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- reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_ClearCoat_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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-
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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+ #else
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+ reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.normal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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+ #endif
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#endif
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}
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@@ -15234,8 +15221,14 @@ geometry.position = - vViewPosition;
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geometry.normal = normal;
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geometry.viewDir = normalize( vViewPosition );
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-#if defined( PHYSICAL ) && !defined( STANDARD )
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- geometry.clearCoatNormal = clearCoatNormal;
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+#ifdef PHYSICAL
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+ #ifndef STANDARD
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+
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+ geometry.clearCoatNormal = clearCoatNormal;
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+
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+ #endif
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+ #endif
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#endif
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IncidentLight directLight;
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@@ -15339,7 +15332,7 @@ IncidentLight directLight;
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vec3 radiance = vec3( 0.0 );
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vec3 clearCoatRadiance = vec3( 0.0 );
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-
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+
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#endif
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`;
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@@ -15373,9 +15366,12 @@ var lights_fragment_maps = /* glsl */ `
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radiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, Material_BlinnShininessExponent( material ), maxMipLevel );
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#ifndef STANDARD
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- clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearCoatNormal,Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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+ clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.clearCoatNormal, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
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+ #else
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+ clearCoatRadiance += getLightProbeIndirectRadiance( /*specularLightProbe,*/ geometry.viewDir, geometry.normal, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );
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+ #endif
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#endif
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-
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#endif
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`;
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@@ -15461,7 +15457,7 @@ var normalmap_pars_fragment = /* glsl */ `
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#endif
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#endif
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-#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || ( defined ( USE_CLEARCOAT_NORMALMAP ) && !defined ( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )
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+#if ( defined ( USE_NORMALMAP ) && !defined ( OBJECTSPACE_NORMALMAP )) || defined ( USE_CLEARCOAT_NORMALMAP )
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// Per-Pixel Tangent Space Normal Mapping
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// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
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@@ -15493,11 +15489,11 @@ var normalmap_pars_fragment = /* glsl */ `
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#endif
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`;
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-var clearcoat_normal_fragment_begin = "#ifndef STANDARD\n vec3 clearCoatNormal = geometryNormal;\n#endif";
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+var clearcoat_normal_fragment_begin = "#ifndef STANDARD\n #ifdef USE_CLEARCOAT_NORMALMAP\n vec3 clearCoatNormal = geometryNormal;\n #endif\n#endif";
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var clearcoat_normal_fragment_maps = /* glsl */ `
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#ifndef STANDARD
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- #if defined( USE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP )
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+ #ifdef USE_CLEARCOAT_NORMALMAP
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#ifdef USE_TANGENT
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@@ -15514,124 +15510,17 @@ var clearcoat_normal_fragment_maps = /* glsl */ `
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#endif
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#endif
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`;
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-/*
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-#if defined( USE_NORMALMAP )
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-
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- #ifdef USE_TANGENT
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-
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- mat3 vTBN = mat3( tangent, bitangent, normal );
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- vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
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- mapN.xy = clearCoatnormalScale * mapN.xy;
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- clearCoatNormal = normalize( vTBN * mapN );
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-
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- #else
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-
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- clearCoatNormal = perturbClearCoatNormal2Arb( -vViewPosition, clearCoatNormal );
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-
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- #endif
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-#endif
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-*/
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-/*
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-#if defined( USE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )
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-
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- //#ifdef OBJECTSPACE_NORMALMAP
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-
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- normal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; // overrides both flatShading and attribute normals
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-
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- #ifdef FLIP_SIDED
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-
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- normal = - normal;
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-
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- #endif
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-
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- #ifdef DOUBLE_SIDED
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-
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- normal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
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-
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- #endif
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-
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- normal = normalize( normalMatrix * normal );
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-
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- //#else // tangent-space normal map
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-
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- #ifdef USE_TANGENT
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-
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- mat3 vTBN = mat3( tangent, bitangent, normal );
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- vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
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- mapN.xy = normalScale * mapN.xy;
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- normal = normalize( vTBN * mapN );
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-
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- #else
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-
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- normal = perturbNormal2Arb( -vViewPosition, normal );
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-
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- #endif
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-
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- //#endif
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-
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-#elif defined( USE_BUMPMAP )
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-
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- normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );
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-
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-#endif
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-*/
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var clearcoat_normalmap_pars_fragment = /* glsl */ `
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#ifndef STANDARD
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- #if defined( USE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP )
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- uniform vec2 clearCoatNormalScale;
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- #endif
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#ifdef USE_CLEARCOAT_NORMALMAP
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- uniform sampler2D clearCoatNormalMap;
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- #else
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- #define clearCoatNormalMap normalMap
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+
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+ uniform sampler2D clearCoatNormalMap;
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+ uniform vec2 clearCoatNormalScale;
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+
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#endif
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#endif
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`;
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-/*
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-#ifdef USE_NORMALMAP
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-
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- uniform sampler2D normalMap;
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- uniform vec2 normalScale;
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-
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- #ifdef OBJECTSPACE_NORMALMAP
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-
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- uniform mat3 normalMatrix;
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-
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- #else
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-
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- // Per-Pixel Tangent Space Normal Mapping
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- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
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-
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- vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
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-
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- // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988
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-
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- vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
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- vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
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- vec2 st0 = dFdx( vUv.st );
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- vec2 st1 = dFdy( vUv.st );
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-
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- float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude
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-
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- vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
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- vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
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- vec3 N = normalize( surf_norm );
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- mat3 tsn = mat3( S, T, N );
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-
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- vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
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-
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- mapN.xy *= normalScale;
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- mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
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-
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- return normalize( tsn * mapN );
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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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-#endif
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-*/
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var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
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@@ -15743,7 +15632,6 @@ uniform float opacity;
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#ifndef STANDARD
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uniform float clearCoat;
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uniform float clearCoatRoughness;
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- uniform bool clearCoatGeometryNormals;
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#endif
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varying vec3 vViewPosition;
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@@ -15833,12 +15721,12 @@ void main() {
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var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
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-var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || ( defined( USE_CLEARCOAT_NORMALMAP ) && ! defined( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
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+var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
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var normal_vert = /* glsl */ `
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#define NORMAL
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-#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || ( defined( USE_CLEARCOAT_NORMALMAP ) && ! defined( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )
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+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )
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varying vec3 vViewPosition;
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@@ -15895,7 +15783,7 @@ void main() {
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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-#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || ( defined( USE_CLEARCOAT_NORMALMAP ) && ! defined( OBJECTSPACE_CLEARCOAT_NORMALMAP ) )
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+#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) ) || defined( USE_CLEARCOAT_NORMALMAP )
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vViewPosition = - mvPosition.xyz;
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@@ -16508,9 +16396,8 @@ ShaderLib.physical = {
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{
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clearCoat: { value: 0 },
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clearCoatRoughness: { value: 0 },
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- clearCoatGeometryNormals: { value: false },
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+ clearCoatNormalScale: { value: new Vector2( 1, 1 ) },
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clearCoatNormalMap: { value: null },
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|
- clearCoatNormalScale: { value: new Vector2( 1, 1 ) }
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}
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|
] ),
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@@ -19034,7 +18921,7 @@ function generateExtensions( extensions, parameters, rendererExtensions ) {
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|
extensions = extensions || {};
|
|
|
|
|
|
var chunks = [
|
|
|
- ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || ( parameters.clearCoatNormalMap && ! parameters.objectSpaceClearCoatNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
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|
|
+ ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.clearCoatNormalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
|
|
|
( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
|
|
|
( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
|
|
|
( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
|
|
@@ -19301,7 +19188,6 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
|
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
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|
|
( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
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|
|
parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
|
|
|
- ( parameters.clearCoatNormalMap && parameters.objectSpaceClearCoatNormalMap ) ? '#define OBJECTSPACE_CLEARCOAT_NORMALMAP' : '',
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|
parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
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|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
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|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
|
|
@@ -19419,7 +19305,6 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
|
|
|
parameters.normalMap ? '#define USE_NORMALMAP' : '',
|
|
|
( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
|
|
|
parameters.clearCoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
|
|
|
- ( parameters.clearCoatNormalMap && parameters.objectSpaceClearCoatNormalMap ) ? '#define OBJECTSPACE_CLEARCOAT_NORMALMAP' : '',
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|
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
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|
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
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|
|
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
|
|
@@ -19700,7 +19585,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
|
|
|
|
|
|
var parameterNames = [
|
|
|
"precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
|
|
|
- "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "clearCoatNormalMap", "objectSpaceClearCoatNormalMap",, "displacementMap", "specularMap",
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|
|
+ "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "clearCoatNormalMap", "displacementMap", "specularMap",
|
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|
"roughnessMap", "metalnessMap", "gradientMap",
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|
|
"alphaMap", "combine", "vertexColors", "vertexTangents", "fog", "useFog", "fogExp",
|
|
|
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
|
|
@@ -19825,7 +19710,6 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
|
|
|
normalMap: !! material.normalMap,
|
|
|
objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
|
|
|
clearCoatNormalMap: !! material.clearCoatNormalMap,
|
|
|
- objectSpaceClearCoatNormalMap: material.clearCoatNormalMapType === ObjectSpaceNormalMap,
|
|
|
displacementMap: !! material.displacementMap,
|
|
|
roughnessMap: !! material.roughnessMap,
|
|
|
metalnessMap: !! material.metalnessMap,
|
|
@@ -26690,12 +26574,11 @@ function WebGLRenderer( parameters ) {
|
|
|
}
|
|
|
|
|
|
uniforms.clearCoatNormalScale.value.copy( material.clearCoatNormalScale );
|
|
|
- if ( material.side === BackSide ) uniforms.clearCoatNormalScale.value.negate();
|
|
|
+ if ( material.side === BackSide ){
|
|
|
+ uniforms.clearCoatNormalScale.value.negate();
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
-
|
|
|
- uniforms.clearCoatGeometryNormals.value = material.clearCoatGeometryNormals;
|
|
|
-
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|
|
}
|
|
|
|
|
|
function refreshUniformsMatcap( uniforms, material ) {
|
|
@@ -33571,11 +33454,9 @@ MeshStandardMaterial.prototype.copy = function ( source ) {
|
|
|
* reflectivity: <float>
|
|
|
* clearCoat: <float>
|
|
|
* clearCoatRoughness: <float>
|
|
|
-
|
|
|
- * clearCoatGeometryNormals: <boolean>
|
|
|
- * clearCoatNormalMap: new THREE.Texture( <Image> ),
|
|
|
- * clearCoatNormalMapType: THREE.TangentSpaceNormalMap,
|
|
|
+ *
|
|
|
* clearCoatNormalScale: <Vector2>,
|
|
|
+ * clearCoatNormalMap: new THREE.Texture( <Image> ),
|
|
|
* }
|
|
|
*/
|
|
|
|
|
@@ -33592,10 +33473,8 @@ function MeshPhysicalMaterial( parameters ) {
|
|
|
this.clearCoat = 0.0;
|
|
|
this.clearCoatRoughness = 0.0;
|
|
|
|
|
|
- this.clearCoatGeometryNormals = false;
|
|
|
- this.clearCoatNormalMap = null;
|
|
|
- this.clearCoatNormalMapType = TangentSpaceNormalMap;
|
|
|
this.clearCoatNormalScale = new Vector2(1, 1);
|
|
|
+ this.clearCoatNormalMap = null;
|
|
|
|
|
|
this.setValues( parameters );
|
|
|
|
|
@@ -33617,9 +33496,7 @@ MeshPhysicalMaterial.prototype.copy = function ( source ) {
|
|
|
this.clearCoat = source.clearCoat;
|
|
|
this.clearCoatRoughness = source.clearCoatRoughness;
|
|
|
|
|
|
- this.clearCoatGeometryNormals = source.clearCoatGeometryNormals;
|
|
|
this.clearCoatNormalMap = source.clearCoatNormalMap;
|
|
|
- this.clearCoatNormalMapType = source.clearCoatNormalMapType;
|
|
|
this.clearCoatNormalScale.copy(source.clearCoatNormalScale);
|
|
|
|
|
|
return this;
|