// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/clipPlaneFragmentDeclaration.js"; import "./ShadersInclude/mrtFragmentDeclaration.js"; import "./ShadersInclude/bumpFragmentMainFunctions.js"; import "./ShadersInclude/bumpFragmentFunctions.js"; import "./ShadersInclude/helperFunctions.js"; import "./ShadersInclude/clipPlaneFragment.js"; import "./ShadersInclude/bumpFragment.js"; const name = "geometryPixelShader"; const shader = `#extension GL_EXT_draw_buffers : require #if defined(BUMP) || !defined(NORMAL) #extension GL_OES_standard_derivatives : enable #endif precision highp float; #ifdef BUMP varying mat4 vWorldView;varying vec3 vNormalW; #else varying vec3 vNormalV; #endif varying vec4 vViewPos; #if defined(POSITION) || defined(BUMP) varying vec3 vPositionW; #endif #ifdef VELOCITY varying vec4 vCurrentPosition;varying vec4 vPreviousPosition; #endif #ifdef NEED_UV varying vec2 vUV; #endif #ifdef BUMP uniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams; #endif #if defined(REFLECTIVITY) #if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE) uniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV; #endif #ifdef ALBEDOTEXTURE varying vec2 vAlbedoUV;uniform sampler2D albedoSampler; #endif #ifdef REFLECTIVITYCOLOR uniform vec3 reflectivityColor; #endif #ifdef ALBEDOCOLOR uniform vec3 albedoColor; #endif #ifdef METALLIC uniform float metallic; #endif #if defined(ROUGHNESS) || defined(GLOSSINESS) uniform float glossiness; #endif #endif #if defined(ALPHATEST) && defined(NEED_UV) uniform sampler2D diffuseSampler; #endif #include #include[RENDER_TARGET_COUNT] #include #include #include void main() { #include #ifdef ALPHATEST if (texture2D(diffuseSampler,vUV).a<0.4) discard; #endif vec3 normalOutput; #ifdef BUMP vec3 normalW=normalize(vNormalW); #include #ifdef NORMAL_WORLDSPACE normalOutput=normalW; #else normalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0))); #endif #else normalOutput=normalize(vNormalV); #endif #ifdef ENCODE_NORMAL normalOutput=normalOutput*0.5+0.5; #endif #ifdef PREPASS #ifdef PREPASS_DEPTH gl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0); #endif #ifdef PREPASS_NORMAL gl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0); #endif #else gl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);gl_FragData[1]=vec4(normalOutput,1.0); #endif #ifdef POSITION gl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0); #endif #ifdef VELOCITY vec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0); #endif #ifdef REFLECTIVITY vec4 reflectivity=vec4(0.0,0.0,0.0,1.0); #ifdef METALLICWORKFLOW float metal=1.0;float roughness=1.0; #ifdef ORMTEXTURE metal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g; #endif #ifdef METALLIC metal*=metallic; #endif #ifdef ROUGHNESS roughness*=(1.0-glossiness); #endif reflectivity.a-=roughness;vec3 color=vec3(1.0); #ifdef ALBEDOTEXTURE color=texture2D(albedoSampler,vAlbedoUV).rgb; #ifdef GAMMAALBEDO color=toLinearSpace(color); #endif #endif #ifdef ALBEDOCOLOR color*=albedoColor.xyz; #endif reflectivity.rgb=mix(vec3(0.04),color,metal); #else #if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE) reflectivity=texture2D(reflectivitySampler,vReflectivityUV); #ifdef GAMMAREFLECTIVITYTEXTURE reflectivity.rgb=toLinearSpace(reflectivity.rgb); #endif #else #ifdef REFLECTIVITYCOLOR reflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0; #endif #endif #ifdef GLOSSINESSS reflectivity.a*=glossiness; #endif #endif gl_FragData[REFLECTIVITY_INDEX]=reflectivity; #endif } `; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const geometryPixelShader = { name, shader }; //# sourceMappingURL=geometry.fragment.js.map