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| export default /* glsl */ ` | |
| #define PI 3.141592653589793 | |
| #define PI2 6.283185307179586 | |
| #define PI_HALF 1.5707963267948966 | |
| #define RECIPROCAL_PI 0.3183098861837907 | |
| #define RECIPROCAL_PI2 0.15915494309189535 | |
| #define EPSILON 1e-6 | |
| #ifndef saturate | |
| // <tonemapping_pars_fragment> may have defined saturate() already | |
| #define saturate( a ) clamp( a, 0.0, 1.0 ) | |
| #endif | |
| #define whiteComplement( a ) ( 1.0 - saturate( a ) ) | |
| float pow2( const in float x ) { return x*x; } | |
| float pow3( const in float x ) { return x*x*x; } | |
| float pow4( const in float x ) { float x2 = x*x; return x2*x2; } | |
| float max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); } | |
| float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } | |
| // expects values in the range of [0,1]x[0,1], returns values in the [0,1] range. | |
| // do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ | |
| highp float rand( const in vec2 uv ) { | |
| const highp float a = 12.9898, b = 78.233, c = 43758.5453; | |
| highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI ); | |
| return fract( sin( sn ) * c ); | |
| } | |
| #ifdef HIGH_PRECISION | |
| float precisionSafeLength( vec3 v ) { return length( v ); } | |
| #else | |
| float precisionSafeLength( vec3 v ) { | |
| float maxComponent = max3( abs( v ) ); | |
| return length( v / maxComponent ) * maxComponent; | |
| } | |
| #endif | |
| struct IncidentLight { | |
| vec3 color; | |
| vec3 direction; | |
| bool visible; | |
| }; | |
| struct ReflectedLight { | |
| vec3 directDiffuse; | |
| vec3 directSpecular; | |
| vec3 indirectDiffuse; | |
| vec3 indirectSpecular; | |
| }; | |
| struct GeometricContext { | |
| vec3 position; | |
| vec3 normal; | |
| vec3 viewDir; | |
| #ifdef USE_CLEARCOAT | |
| vec3 clearcoatNormal; | |
| #endif | |
| }; | |
| vec3 transformDirection( in vec3 dir, in mat4 matrix ) { | |
| return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); | |
| } | |
| vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { | |
| // dir can be either a direction vector or a normal vector | |
| // upper-left 3x3 of matrix is assumed to be orthogonal | |
| return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); | |
| } | |
| mat3 transposeMat3( const in mat3 m ) { | |
| mat3 tmp; | |
| tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x ); | |
| tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y ); | |
| tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z ); | |
| return tmp; | |
| } | |
| // https://en.wikipedia.org/wiki/Relative_luminance | |
| float linearToRelativeLuminance( const in vec3 color ) { | |
| vec3 weights = vec3( 0.2126, 0.7152, 0.0722 ); | |
| return dot( weights, color.rgb ); | |
| } | |
| bool isPerspectiveMatrix( mat4 m ) { | |
| return m[ 2 ][ 3 ] == - 1.0; | |
| } | |
| vec2 equirectUv( in vec3 dir ) { | |
| // dir is assumed to be unit length | |
| float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5; | |
| float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5; | |
| return vec2( u, v ); | |
| } | |
| `; | |