Buckets:
| import { Fn, int, float, vec2, vec3, vec4, If } from '../tsl/TSLBase.js'; | |
| import { cos, sin, abs, max, exp2, log2, clamp, fract, mix, floor, normalize, cross } from '../math/MathNode.js'; | |
| import { mul } from '../math/OperatorNode.js'; | |
| import { select } from '../math/ConditionalNode.js'; | |
| import { Loop, Break } from '../utils/LoopNode.js'; | |
| // These defines must match with PMREMGenerator | |
| const cubeUV_r0 = /*@__PURE__*/ float( 1.0 ); | |
| const cubeUV_m0 = /*@__PURE__*/ float( - 2.0 ); | |
| const cubeUV_r1 = /*@__PURE__*/ float( 0.8 ); | |
| const cubeUV_m1 = /*@__PURE__*/ float( - 1.0 ); | |
| const cubeUV_r4 = /*@__PURE__*/ float( 0.4 ); | |
| const cubeUV_m4 = /*@__PURE__*/ float( 2.0 ); | |
| const cubeUV_r5 = /*@__PURE__*/ float( 0.305 ); | |
| const cubeUV_m5 = /*@__PURE__*/ float( 3.0 ); | |
| const cubeUV_r6 = /*@__PURE__*/ float( 0.21 ); | |
| const cubeUV_m6 = /*@__PURE__*/ float( 4.0 ); | |
| const cubeUV_minMipLevel = /*@__PURE__*/ float( 4.0 ); | |
| const cubeUV_minTileSize = /*@__PURE__*/ 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 = /*@__PURE__*/ Fn( ( [ 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( select( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) ); | |
| } ).Else( () => { | |
| face.assign( select( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) ); | |
| } ); | |
| } ).Else( () => { | |
| If( absDirection.z.greaterThan( absDirection.y ), () => { | |
| face.assign( select( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) ); | |
| } ).Else( () => { | |
| face.assign( select( 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 = /*@__PURE__*/ Fn( ( [ 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 = /*@__PURE__*/ Fn( ( [ 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 = /*@__PURE__*/ Fn( ( [ 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 = /*@__PURE__*/ Fn( ( [ 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 = /*@__PURE__*/ Fn( ( [ 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.sample( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering | |
| } ); | |
| const getSample = /*@__PURE__*/ Fn( ( { 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 = /*@__PURE__*/ Fn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => { | |
| const axis = vec3( select( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar(); | |
| If( axis.equal( 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( 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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