12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970 |
- // Do not edit.
- import { ShaderStore } from "../../Engines/shaderStore.js";
- const name = "bumpFragmentMainFunctions";
- const shader = `#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
- #if defined(TANGENT) && defined(NORMAL)
- varying mat3 vTBN;
- #endif
- #ifdef OBJECTSPACE_NORMALMAP
- uniform mat4 normalMatrix;
- #if defined(WEBGL2) || defined(WEBGPU)
- mat4 toNormalMatrix(mat4 wMatrix)
- {mat4 ret=inverse(wMatrix);ret=transpose(ret);ret[0][3]=0.;ret[1][3]=0.;ret[2][3]=0.;ret[3]=vec4(0.,0.,0.,1.);return ret;}
- #else
- mat4 toNormalMatrix(mat4 m)
- {float
- a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],
- a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],
- a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],
- a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],
- b00=a00*a11-a01*a10,
- b01=a00*a12-a02*a10,
- b02=a00*a13-a03*a10,
- b03=a01*a12-a02*a11,
- b04=a01*a13-a03*a11,
- b05=a02*a13-a03*a12,
- b06=a20*a31-a21*a30,
- b07=a20*a32-a22*a30,
- b08=a20*a33-a23*a30,
- b09=a21*a32-a22*a31,
- b10=a21*a33-a23*a31,
- b11=a22*a33-a23*a32,
- det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;mat4 mi=mat4(
- a11*b11-a12*b10+a13*b09,
- a02*b10-a01*b11-a03*b09,
- a31*b05-a32*b04+a33*b03,
- a22*b04-a21*b05-a23*b03,
- a12*b08-a10*b11-a13*b07,
- a00*b11-a02*b08+a03*b07,
- a32*b02-a30*b05-a33*b01,
- a20*b05-a22*b02+a23*b01,
- a10*b10-a11*b08+a13*b06,
- a01*b08-a00*b10-a03*b06,
- a30*b04-a31*b02+a33*b00,
- a21*b02-a20*b04-a23*b00,
- a11*b07-a10*b09-a12*b06,
- a00*b09-a01*b07+a02*b06,
- a31*b01-a30*b03-a32*b00,
- a20*b03-a21*b01+a22*b00)/det;return mat4(mi[0][0],mi[1][0],mi[2][0],mi[3][0],
- mi[0][1],mi[1][1],mi[2][1],mi[3][1],
- mi[0][2],mi[1][2],mi[2][2],mi[3][2],
- mi[0][3],mi[1][3],mi[2][3],mi[3][3]);}
- #endif
- #endif
- vec3 perturbNormalBase(mat3 cotangentFrame,vec3 normal,float scale)
- {
- #ifdef NORMALXYSCALE
- normal=normalize(normal*vec3(scale,scale,1.0));
- #endif
- return normalize(cotangentFrame*normal);}
- vec3 perturbNormal(mat3 cotangentFrame,vec3 textureSample,float scale)
- {return perturbNormalBase(cotangentFrame,textureSample*2.0-1.0,scale);}
- mat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv,vec2 tangentSpaceParams)
- {vec3 dp1=dFdx(p);vec3 dp2=dFdy(p);vec2 duv1=dFdx(uv);vec2 duv2=dFdy(uv);vec3 dp2perp=cross(dp2,normal);vec3 dp1perp=cross(normal,dp1);vec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;vec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;tangent*=tangentSpaceParams.x;bitangent*=tangentSpaceParams.y;float det=max(dot(tangent,tangent),dot(bitangent,bitangent));float invmax=det==0.0 ? 0.0 : inversesqrt(det);return mat3(tangent*invmax,bitangent*invmax,normal);}
- #endif
- `;
- // Sideeffect
- ShaderStore.IncludesShadersStore[name] = shader;
- /** @internal */
- export const bumpFragmentMainFunctions = { name, shader };
- //# sourceMappingURL=bumpFragmentMainFunctions.js.map
|