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- {"ast":null,"code":"// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{return square(roughness)+MINIMUMVARIANCE;}\nfloat fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#else\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrHelperFunctions = {\n name,\n shader\n};","map":{"version":3,"names":["ShaderStore","name","shader","IncludesShadersStore","pbrHelperFunctions"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Shaders/ShadersInclude/pbrHelperFunctions.js"],"sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../../Engines/shaderStore.js\";\nconst name = \"pbrHelperFunctions\";\nconst shader = `#define MINIMUMVARIANCE 0.0005\nfloat convertRoughnessToAverageSlope(float roughness)\n{return square(roughness)+MINIMUMVARIANCE;}\nfloat fresnelGrazingReflectance(float reflectance0) {float reflectance90=saturate(reflectance0*25.0);return reflectance90;}\nvec2 getAARoughnessFactors(vec3 normalVector) {\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalVector.xyz);vec3 nDfdy=dFdy(normalVector.xyz);float slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));float geometricRoughnessFactor=pow(saturate(slopeSquare),0.333);float geometricAlphaGFactor=sqrt(slopeSquare);geometricAlphaGFactor*=0.75;return vec2(geometricRoughnessFactor,geometricAlphaGFactor);\n#else\nreturn vec2(0.);\n#endif\n}\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_LEGACY\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(alphaG*(1.0+anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG*(1.0-anisotropy),MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 anisotropicFrameDirection;if (anisotropy>=0.0) {anisotropicFrameDirection=B;} else {anisotropicFrameDirection=T;}\nvec3 anisotropicFrameTangent=cross(normalize(anisotropicFrameDirection),V);vec3 anisotropicFrameNormal=cross(anisotropicFrameTangent,anisotropicFrameDirection);vec3 anisotropicNormal=normalize(mix(N,anisotropicFrameNormal,abs(anisotropy)));return anisotropicNormal;}\n#else\nvec2 getAnisotropicRoughness(float alphaG,float anisotropy) {float alphaT=max(mix(alphaG,1.0,anisotropy*anisotropy),MINIMUMVARIANCE);float alphaB=max(alphaG,MINIMUMVARIANCE);return vec2(alphaT,alphaB);}\nvec3 getAnisotropicBentNormals(const vec3 T,const vec3 B,const vec3 N,const vec3 V,float anisotropy,float roughness) {vec3 bentNormal=cross(B,V);bentNormal=normalize(cross(bentNormal,B));float a=square(square(1.0-anisotropy*(1.0-roughness)));bentNormal=normalize(mix(bentNormal,N,a));return bentNormal;}\n#endif\n#endif\n#if defined(CLEARCOAT) || defined(SS_REFRACTION)\nvec3 cocaLambert(vec3 alpha,float distance) {return exp(-alpha*distance);}\nvec3 cocaLambert(float NdotVRefract,float NdotLRefract,vec3 alpha,float thickness) {return cocaLambert(alpha,(thickness*((NdotLRefract+NdotVRefract)/(NdotLRefract*NdotVRefract))));}\nvec3 computeColorAtDistanceInMedia(vec3 color,float distance) {return -log(color)/distance;}\nvec3 computeClearCoatAbsorption(float NdotVRefract,float NdotLRefract,vec3 clearCoatColor,float clearCoatThickness,float clearCoatIntensity) {vec3 clearCoatAbsorption=mix(vec3(1.0),\ncocaLambert(NdotVRefract,NdotLRefract,clearCoatColor,clearCoatThickness),\nclearCoatIntensity);return clearCoatAbsorption;}\n#endif\n#ifdef MICROSURFACEAUTOMATIC\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{const float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;float reflectivityLuminance=getLuminance(reflectivityColor);float reflectivityLuma=sqrt(reflectivityLuminance);microSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;return microSurface;}\n#endif\n`;\n// Sideeffect\nShaderStore.IncludesShadersStore[name] = shader;\n/** @internal */\nexport const pbrHelperFunctions = { name, shader };\n"],"mappings":"AAAA;AACA,SAASA,WAAW,QAAQ,8BAA8B;AAC1D,MAAMC,IAAI,GAAG,oBAAoB;AACjC,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,CAAC;AACD;AACAF,WAAW,CAACG,oBAAoB,CAACF,IAAI,CAAC,GAAGC,MAAM;AAC/C;AACA,OAAO,MAAME,kBAAkB,GAAG;EAAEH,IAAI;EAAEC;AAAO,CAAC","ignoreList":[]},"metadata":{},"sourceType":"module","externalDependencies":[]}
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