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+import { Mesh } from '../objects/Mesh.js';
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+import { ShaderMaterial } from '../materials/ShaderMaterial.js';
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+import { SphereBufferGeometry } from '../geometries/SphereGeometry.js';
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+
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+/**
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+ * @author WestLangley / http://github.com/WestLangley
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+ */
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+
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+function LightProbeHelper( lightProbe, size ) {
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+
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+ this.lightProbe = lightProbe;
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+
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+ this.size = size;
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+
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+ var defines = {};
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+ defines[ 'GAMMA_OUTPUT' ] = "";
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+
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+ // material
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+ var material = new ShaderMaterial( {
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+
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+ defines: defines,
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+
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+ uniforms: {
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+
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+ sh: { value: this.lightProbe.sh.coefficients }, // by reference
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+
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+ intensity: { value: this.lightProbe.intensity }
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+
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+ },
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+
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+ vertexShader: `
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+
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+ varying vec3 vNormal;
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+
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+ void main() {
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+
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+ vNormal = normalize( normalMatrix * normal );
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+
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+ gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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+
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+ }`,
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+
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+ fragmentShader: `
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+
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+ #define RECIPROCAL_PI 0.318309886
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+
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+ vec3 inverseTransformDirection( in vec3 normal, in mat4 matrix ) {
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+
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+ // matrix is assumed to be orthogonal
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+
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+ return normalize( ( vec4( normal, 0.0 ) * matrix ).xyz );
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+
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+ }
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+
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+ vec3 linearToOutput( in vec3 a ) {
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+
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+ #ifdef GAMMA_OUTPUT
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+
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+ return pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );
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+
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+ #else
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+
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+ return a;
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+
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+ #endif
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+
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+ }
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+
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+ // get the irradiance (radiance convolved with cosine lobe) at the point 'normal' on the unit sphere
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+ // source: https://graphics.stanford.edu/papers/envmap/envmap.pdf
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+ vec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {
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+
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+ // normal is assumed to have unit length
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+
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+ float x = normal.x, y = normal.y, z = normal.z;
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+
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+ // band 0
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+ vec3 result = shCoefficients[ 0 ] * 0.886227;
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+
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+ // band 1
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+ result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;
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+ result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;
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+ result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;
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+
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+ // band 2
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+ result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;
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+ result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;
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+ result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );
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+ result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;
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+ result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );
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+
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+ return result;
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+
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+ }
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+
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+ uniform vec3 sh[ 9 ]; // sh coefficients
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+
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+ uniform float intensity; // light probe intensity
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+
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+ varying vec3 vNormal;
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+
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+ void main() {
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+
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+ vec3 normal = normalize( vNormal );
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+
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+ vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );
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+
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+ vec3 irradiance = shGetIrradianceAt( worldNormal, sh );
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+
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+ vec3 outgoingLight = RECIPROCAL_PI * irradiance * intensity;
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+
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+ outgoingLight = linearToOutput( outgoingLight );
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+
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+ gl_FragColor = vec4( outgoingLight, 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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+ var geometry = new SphereBufferGeometry( 1, 32, 16 );
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+
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+ Mesh.call( this, geometry, material );
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+
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+ this.onBeforeRender();
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+
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+}
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+
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+LightProbeHelper.prototype = Object.create( Mesh.prototype );
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+LightProbeHelper.prototype.constructor = LightProbeHelper;
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+
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+LightProbeHelper.prototype.dispose = function () {
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+
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+ this.geometry.dispose();
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+ this.material.dispose();
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+
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+};
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+
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+LightProbeHelper.prototype.onBeforeRender = function () {
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+
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+ return function update() {
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+
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+ this.position.copy( this.lightProbe.position );
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+
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+ this.scale.set( 1, 1, 1 ).multiplyScalar( this.size );
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+
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+ this.material.uniforms.intensity.value = this.lightProbe.intensity;
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+
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+ };
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+
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+}();
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+
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+export { LightProbeHelper };
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