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- import { tslFn, int, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
- import { cos, sin, abs, max, exp2, log2, clamp, fract, mix, floor, normalize, cross, all } from '../math/MathNode.js';
- import { mul } from '../math/OperatorNode.js';
- import { cond } from '../math/CondNode.js';
- import { loop, Break } from '../utils/LoopNode.js';
- // These defines must match with PMREMGenerator
- const cubeUV_r0 = float( 1.0 );
- const cubeUV_m0 = float( - 2.0 );
- const cubeUV_r1 = float( 0.8 );
- const cubeUV_m1 = float( - 1.0 );
- const cubeUV_r4 = float( 0.4 );
- const cubeUV_m4 = float( 2.0 );
- const cubeUV_r5 = float( 0.305 );
- const cubeUV_m5 = float( 3.0 );
- const cubeUV_r6 = float( 0.21 );
- const cubeUV_m6 = float( 4.0 );
- const cubeUV_minMipLevel = float( 4.0 );
- const cubeUV_minTileSize = float( 16.0 );
- // These shader functions convert between the UV coordinates of a single face of
- // a cubemap, the 0-5 integer index of a cube face, and the direction vector for
- // sampling a textureCube (not generally normalized ).
- const getFace = tslFn( ( [ direction ] ) => {
- const absDirection = vec3( abs( direction ) ).toVar();
- const face = float( - 1.0 ).toVar();
- If( absDirection.x.greaterThan( absDirection.z ), () => {
- If( absDirection.x.greaterThan( absDirection.y ), () => {
- face.assign( cond( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
- } ).else( () => {
- face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
- } );
- } ).else( () => {
- If( absDirection.z.greaterThan( absDirection.y ), () => {
- face.assign( cond( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
- } ).else( () => {
- face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
- } );
- } );
- return face;
- } ).setLayout( {
- name: 'getFace',
- type: 'float',
- inputs: [
- { name: 'direction', type: 'vec3' }
- ]
- } );
- // RH coordinate system; PMREM face-indexing convention
- const getUV = tslFn( ( [ direction, face ] ) => {
- const uv = vec2().toVar();
- If( face.equal( 0.0 ), () => {
- uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
- } ).elseif( face.equal( 1.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
- } ).elseif( face.equal( 2.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
- } ).elseif( face.equal( 3.0 ), () => {
- uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
- } ).elseif( face.equal( 4.0 ), () => {
- uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
- } ).else( () => {
- uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
- } );
- return mul( 0.5, uv.add( 1.0 ) );
- } ).setLayout( {
- name: 'getUV',
- type: 'vec2',
- inputs: [
- { name: 'direction', type: 'vec3' },
- { name: 'face', type: 'float' }
- ]
- } );
- const roughnessToMip = tslFn( ( [ roughness ] ) => {
- const mip = float( 0.0 ).toVar();
- If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
- mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
- } ).elseif( roughness.greaterThanEqual( cubeUV_r4 ), () => {
- mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
- } ).elseif( roughness.greaterThanEqual( cubeUV_r5 ), () => {
- mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
- } ).elseif( roughness.greaterThanEqual( cubeUV_r6 ), () => {
- mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
- } ).else( () => {
- mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
- } );
- return mip;
- } ).setLayout( {
- name: 'roughnessToMip',
- type: 'float',
- inputs: [
- { name: 'roughness', type: 'float' }
- ]
- } );
- // RH coordinate system; PMREM face-indexing convention
- export const getDirection = tslFn( ( [ uv_immutable, face ] ) => {
- const uv = uv_immutable.toVar();
- uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
- const direction = vec3( uv, 1.0 ).toVar();
- If( face.equal( 0.0 ), () => {
- direction.assign( direction.zyx ); // ( 1, v, u ) pos x
- } ).elseif( face.equal( 1.0 ), () => {
- direction.assign( direction.xzy );
- direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
- } ).elseif( face.equal( 2.0 ), () => {
- direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
- } ).elseif( face.equal( 3.0 ), () => {
- direction.assign( direction.zyx );
- direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
- } ).elseif( face.equal( 4.0 ), () => {
- direction.assign( direction.xzy );
- direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
- } ).elseif( face.equal( 5.0 ), () => {
- direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
- } );
- return direction;
- } ).setLayout( {
- name: 'getDirection',
- type: 'vec3',
- inputs: [
- { name: 'uv', type: 'vec2' },
- { name: 'face', type: 'float' }
- ]
- } );
- //
- export const textureCubeUV = tslFn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
- const roughness = float( roughness_immutable );
- const sampleDir = vec3( sampleDir_immutable );
- const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
- const mipF = fract( mip );
- const mipInt = floor( mip );
- const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
- If( mipF.notEqual( 0.0 ), () => {
- const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
- color0.assign( mix( color0, color1, mipF ) );
- } );
- return color0;
- } );
- const bilinearCubeUV = tslFn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
- const mipInt = float( mipInt_immutable ).toVar();
- const direction = vec3( direction_immutable );
- const face = float( getFace( direction ) ).toVar();
- const filterInt = float( max( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
- mipInt.assign( max( mipInt, cubeUV_minMipLevel ) );
- const faceSize = float( exp2( mipInt ) ).toVar();
- const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
- If( face.greaterThan( 2.0 ), () => {
- uv.y.addAssign( faceSize );
- face.subAssign( 3.0 );
- } );
- uv.x.addAssign( face.mul( faceSize ) );
- uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
- uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
- uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
- uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
- return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
- } );
- const getSample = tslFn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
- const cosTheta = cos( theta );
- // Rodrigues' axis-angle rotation
- const sampleDirection = outputDirection.mul( cosTheta )
- .add( axis.cross( outputDirection ).mul( sin( theta ) ) )
- .add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
- return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
- } );
- export const blur = tslFn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
- const axis = vec3( cond( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
- If( all( axis.equals( vec3( 0.0 ) ) ), () => {
- axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
- } );
- axis.assign( normalize( axis ) );
- const gl_FragColor = vec3().toVar();
- gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- loop( { start: int( 1 ), end: n }, ( { i } ) => {
- If( i.greaterThanEqual( samples ), () => {
- Break();
- } );
- const theta = float( dTheta.mul( float( i ) ) ).toVar();
- gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
- } );
- return vec4( gl_FragColor, 1 );
- } );
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