1571b6511071692f74cda24c793287aa9aabfedcdf598af4dca8f422e2aae591.json 11 KB

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  1. {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\n#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;uniform sampler2D depthSampler;\n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\n#else\nuniform vec3 diffuseColor;\n#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;uniform sampler2D bgDepthSampler;\n#else\nuniform float minimumThickness;uniform sampler2D thicknessSampler;\n#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\n#endif\nuniform mat4 viewMatrix;uniform mat4 projectionMatrix;uniform mat4 invProjectionMatrix;uniform vec2 texelSize;uniform vec3 dirLight;uniform float cameraFar;uniform float density;uniform float refractionStrength;uniform float fresnelClamp;uniform float specularPower;varying vec2 vUV;vec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\nvec3 getViewPosFromTexCoord(vec2 texCoord) {float depth=textureLod(depthSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}\nvoid main(void) {vec2 texCoord=vUV;\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\n#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);if (color.r>0.999 && color.g>0.999) {glFragColor=texture2D(textureSampler,texCoord);}\n#else\nglFragColor=vec4(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {glFragColor=texture2D(textureSampler,texCoord);}\n#endif\nreturn;\n#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;float depth=depthVel.r;\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\n#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;float depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;\n#endif\nvec4 backColor=texture2D(textureSampler,texCoord);\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {\n#else\nif (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\n#endif\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nglFragColor.rgb=backColor.rgb*backColor.a;glFragColor.a=backColor.a;\n#else\nglFragColor=backColor;\n#endif\nreturn;}\nvec3 viewPos=computeViewPosFromUVDepth(texCoord,depth);vec3 ddx=getViewPosFromTexCoord(texCoord+vec2(texelSize.x,0.))-viewPos;vec3 ddy=getViewPosFromTexCoord(texCoord+vec2(0.,texelSize.y))-viewPos;vec3 ddx2=viewPos-getViewPosFromTexCoord(texCoord+vec2(-texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}\nvec3 ddy2=viewPos-getViewPosFromTexCoord(texCoord+vec2(0.,-texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}\nvec3 normal=normalize(cross(ddy,ddx));\n#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\n#endif\n#ifndef WEBGPU\nif(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {normal=vec3(0.,0.,-1.);}\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nglFragColor=vec4(normal*0.5+0.5,1.0);return;\n#endif\nvec3 rayDir=normalize(viewPos); \n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;\n#endif\nvec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));vec3 H =normalize(lightDir-rayDir);float specular=pow(max(0.0,dot(H,normal)),specularPower);\n#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nfloat diffuse =max(0.0,dot(lightDir,normal))*1.0;glFragColor=vec4(vec3(0.1) /*ambient*/+vec3(0.42,0.50,1.00)*diffuse+vec3(0,0,0.2)+specular,1.);return;\n#endif\nvec3 refractionDir=refract(rayDir,normal,ETA);vec4 transmitted=textureLod(textureSampler,vec2(texCoord+refractionDir.xy*thickness*refractionStrength),0.0);\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nif (transmitted.a==0.) transmitted.a=thickness;\n#endif\nvec3 transmittance=exp(-density*thickness*(1.0-diffuseColor)); \nvec3 refractionColor=transmitted.rgb*transmittance;\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvec3 reflectionDir=reflect(rayDir,normal);vec3 reflectionColor=(textureCube(reflectionSampler,reflectionDir).rgb);float fresnel=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,fresnelClamp);vec3 finalColor=mix(refractionColor,reflectionColor,fresnel)+specular;\n#else\nvec3 finalColor=refractionColor+specular;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfloat velocity=depthVel.g;finalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0,velocity/6.0));\n#endif\nglFragColor=vec4(finalColor,transmitted.a);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingRenderPixelShader = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","ShadersStore","fluidRenderingRenderPixelShader"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/fluidRenderingRender.fragment.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore.js\";\nconst name = \"fluidRenderingRenderPixelShader\";\nconst shader = `#define DISABLE_UNIFORMITY_ANALYSIS\n#define IOR 1.333\n#define ETA 1.0/IOR\n#define F0 0.02\nuniform sampler2D textureSampler;uniform sampler2D depthSampler;\n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nuniform sampler2D diffuseSampler;\n#else\nuniform vec3 diffuseColor;\n#endif\n#ifdef FLUIDRENDERING_FIXED_THICKNESS\nuniform float thickness;uniform sampler2D bgDepthSampler;\n#else\nuniform float minimumThickness;uniform sampler2D thicknessSampler;\n#endif\n#ifdef FLUIDRENDERING_ENVIRONMENT\nuniform samplerCube reflectionSampler;\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nuniform sampler2D debugSampler;\n#endif\nuniform mat4 viewMatrix;uniform mat4 projectionMatrix;uniform mat4 invProjectionMatrix;uniform vec2 texelSize;uniform vec3 dirLight;uniform float cameraFar;uniform float density;uniform float refractionStrength;uniform float fresnelClamp;uniform float specularPower;varying vec2 vUV;vec3 computeViewPosFromUVDepth(vec2 texCoord,float depth) {vec4 ndc;ndc.xy=texCoord*2.0-1.0;\n#ifdef FLUIDRENDERING_RHS\nndc.z=-projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#else\nndc.z=projectionMatrix[2].z+projectionMatrix[3].z/depth;\n#endif\nndc.w=1.0;vec4 eyePos=invProjectionMatrix*ndc;eyePos.xyz/=eyePos.w;return eyePos.xyz;}\nvec3 getViewPosFromTexCoord(vec2 texCoord) {float depth=textureLod(depthSampler,texCoord,0.).x;return computeViewPosFromUVDepth(texCoord,depth);}\nvoid main(void) {vec2 texCoord=vUV;\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_TEXTURE)\nvec4 color=texture2D(debugSampler,texCoord);\n#ifdef FLUIDRENDERING_DEBUG_DEPTH\nglFragColor=vec4(color.rgb/vec3(2.0),1.);if (color.r>0.999 && color.g>0.999) {glFragColor=texture2D(textureSampler,texCoord);}\n#else\nglFragColor=vec4(color.rgb,1.);if (color.r<0.001 && color.g<0.001 && color.b<0.001) {glFragColor=texture2D(textureSampler,texCoord);}\n#endif\nreturn;\n#endif\nvec2 depthVel=textureLod(depthSampler,texCoord,0.).rg;float depth=depthVel.r;\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nfloat thickness=texture2D(thicknessSampler,texCoord).x;\n#else\nfloat bgDepth=texture2D(bgDepthSampler,texCoord).x;float depthNonLinear=projectionMatrix[2].z+projectionMatrix[3].z/depth;depthNonLinear=depthNonLinear*0.5+0.5;\n#endif\nvec4 backColor=texture2D(textureSampler,texCoord);\n#ifndef FLUIDRENDERING_FIXED_THICKNESS\nif (depth>=cameraFar || depth<=0. || thickness<=minimumThickness) {\n#else\nif (depth>=cameraFar || depth<=0. || bgDepth<=depthNonLinear) {\n#endif\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nglFragColor.rgb=backColor.rgb*backColor.a;glFragColor.a=backColor.a;\n#else\nglFragColor=backColor;\n#endif\nreturn;}\nvec3 viewPos=computeViewPosFromUVDepth(texCoord,depth);vec3 ddx=getViewPosFromTexCoord(texCoord+vec2(texelSize.x,0.))-viewPos;vec3 ddy=getViewPosFromTexCoord(texCoord+vec2(0.,texelSize.y))-viewPos;vec3 ddx2=viewPos-getViewPosFromTexCoord(texCoord+vec2(-texelSize.x,0.));if (abs(ddx.z)>abs(ddx2.z)) {ddx=ddx2;}\nvec3 ddy2=viewPos-getViewPosFromTexCoord(texCoord+vec2(0.,-texelSize.y));if (abs(ddy.z)>abs(ddy2.z)) {ddy=ddy2;}\nvec3 normal=normalize(cross(ddy,ddx));\n#ifdef FLUIDRENDERING_RHS\nnormal=-normal;\n#endif\n#ifndef WEBGPU\nif(isnan(normal.x) || isnan(normal.y) || isnan(normal.z) || isinf(normal.x) || isinf(normal.y) || isinf(normal.z)) {normal=vec3(0.,0.,-1.);}\n#endif\n#if defined(FLUIDRENDERING_DEBUG) && defined(FLUIDRENDERING_DEBUG_SHOWNORMAL)\nglFragColor=vec4(normal*0.5+0.5,1.0);return;\n#endif\nvec3 rayDir=normalize(viewPos); \n#ifdef FLUIDRENDERING_DIFFUSETEXTURE\nvec3 diffuseColor=textureLod(diffuseSampler,texCoord,0.0).rgb;\n#endif\nvec3 lightDir=normalize(vec3(viewMatrix*vec4(-dirLight,0.)));vec3 H =normalize(lightDir-rayDir);float specular=pow(max(0.0,dot(H,normal)),specularPower);\n#ifdef FLUIDRENDERING_DEBUG_DIFFUSERENDERING\nfloat diffuse =max(0.0,dot(lightDir,normal))*1.0;glFragColor=vec4(vec3(0.1) /*ambient*/+vec3(0.42,0.50,1.00)*diffuse+vec3(0,0,0.2)+specular,1.);return;\n#endif\nvec3 refractionDir=refract(rayDir,normal,ETA);vec4 transmitted=textureLod(textureSampler,vec2(texCoord+refractionDir.xy*thickness*refractionStrength),0.0);\n#ifdef FLUIDRENDERING_COMPOSITE_MODE\nif (transmitted.a==0.) transmitted.a=thickness;\n#endif\nvec3 transmittance=exp(-density*thickness*(1.0-diffuseColor)); \nvec3 refractionColor=transmitted.rgb*transmittance;\n#ifdef FLUIDRENDERING_ENVIRONMENT\nvec3 reflectionDir=reflect(rayDir,normal);vec3 reflectionColor=(textureCube(reflectionSampler,reflectionDir).rgb);float fresnel=clamp(F0+(1.0-F0)*pow(1.0-dot(normal,-rayDir),5.0),0.,fresnelClamp);vec3 finalColor=mix(refractionColor,reflectionColor,fresnel)+specular;\n#else\nvec3 finalColor=refractionColor+specular;\n#endif\n#ifdef FLUIDRENDERING_VELOCITY\nfloat velocity=depthVel.g;finalColor=mix(finalColor,vec3(1.0),smoothstep(0.3,1.0,velocity/6.0));\n#endif\nglFragColor=vec4(finalColor,transmitted.a);}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const fluidRenderingRenderPixelShader = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,2BAA2B;AACvD,MAAMC,IAAI,GAAG,iCAAiC;AAC9C,MAAMC,MAAM,GAAG;AACf;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAAC;AACD;AACAF,WAAW,CAACG,YAAY,CAACF,IAAI,CAAC,GAAGC,MAAM;AACvC;AACA,OAAO,MAAME,+BAA+B,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}