depth.glsl.js
Vertex Shader
#include <common>
// <common>
#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; }
vec3 pow2( const in vec3 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 v ) { return dot( v, vec3( 0.3333333 ) ); }
// 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;
};
#ifdef USE_ALPHAHASH
varying vec3 vPosition;
#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;
}
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 );
}
vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
return RECIPROCAL_PI * diffuseColor;
} // validated
vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotVH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
} // validated
float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotVH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
} // validated
#include <batching_pars_vertex>
// <batching_pars_vertex>
#ifdef USE_BATCHING
#if ! defined( GL_ANGLE_multi_draw )
#define gl_DrawID _gl_DrawID
uniform int _gl_DrawID;
#endif
uniform highp sampler2D batchingTexture;
uniform highp usampler2D batchingIdTexture;
mat4 getBatchingMatrix( const in float i ) {
int size = textureSize( batchingTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
float getIndirectIndex( const in int i ) {
int size = textureSize( batchingIdTexture, 0 ).x;
int x = i % size;
int y = i / size;
return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );
}
#endif
#ifdef USE_BATCHING_COLOR
uniform sampler2D batchingColorTexture;
vec3 getBatchingColor( const in float i ) {
int size = textureSize( batchingColorTexture, 0 ).x;
int j = int( i );
int x = j % size;
int y = j / size;
return texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;
}
#endif
#include <uv_pars_vertex>
// <uv_pars_vertex>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
uniform mat3 mapTransform;
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
uniform mat3 alphaMapTransform;
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
uniform mat3 lightMapTransform;
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
uniform mat3 aoMapTransform;
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
uniform mat3 bumpMapTransform;
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
uniform mat3 normalMapTransform;
varying vec2 vNormalMapUv;
#endif
#ifdef USE_DISPLACEMENTMAP
uniform mat3 displacementMapTransform;
varying vec2 vDisplacementMapUv;
#endif
#ifdef USE_EMISSIVEMAP
uniform mat3 emissiveMapTransform;
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
uniform mat3 metalnessMapTransform;
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
uniform mat3 roughnessMapTransform;
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
uniform mat3 anisotropyMapTransform;
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
uniform mat3 clearcoatMapTransform;
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
uniform mat3 clearcoatNormalMapTransform;
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
uniform mat3 clearcoatRoughnessMapTransform;
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
uniform mat3 sheenColorMapTransform;
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform mat3 sheenRoughnessMapTransform;
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
uniform mat3 iridescenceMapTransform;
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
uniform mat3 iridescenceThicknessMapTransform;
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SPECULARMAP
uniform mat3 specularMapTransform;
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
uniform mat3 specularColorMapTransform;
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform mat3 specularIntensityMapTransform;
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif
#include <displacementmap_pars_vertex>
// <displacementmap_pars_vertex>
#ifdef USE_DISPLACEMENTMAP
uniform sampler2D displacementMap;
uniform float displacementScale;
uniform float displacementBias;
#endif
#include <morphtarget_pars_vertex>
// <morphtarget_pars_vertex>
#ifdef USE_MORPHTARGETS
#ifndef USE_INSTANCING_MORPH
uniform float morphTargetBaseInfluence;
uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];
#endif
uniform sampler2DArray morphTargetsTexture;
uniform ivec2 morphTargetsTextureSize;
vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {
int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;
int y = texelIndex / morphTargetsTextureSize.x;
int x = texelIndex - y * morphTargetsTextureSize.x;
ivec3 morphUV = ivec3( x, y, morphTargetIndex );
return texelFetch( morphTargetsTexture, morphUV, 0 );
}
#endif
#include <skinning_pars_vertex>
// <skinning_pars_vertex>
#ifdef USE_SKINNING
uniform mat4 bindMatrix;
uniform mat4 bindMatrixInverse;
uniform highp sampler2D boneTexture;
mat4 getBoneMatrix( const in float i ) {
int size = textureSize( boneTexture, 0 ).x;
int j = int( i ) * 4;
int x = j % size;
int y = j / size;
vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );
vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );
vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );
vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );
return mat4( v1, v2, v3, v4 );
}
#endif
#include <logdepthbuf_pars_vertex>
// <logdepthbuf_pars_vertex>
#ifdef USE_LOGDEPTHBUF
varying float vFragDepth;
varying float vIsPerspective;
#endif
#include <clipping_planes_pars_vertex>
// <clipping_planes_pars_vertex>
#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
#endif
// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.
// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for
// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.
varying vec2 vHighPrecisionZW;
void main() {
#include <uv_vertex>
// <uv_vertex>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )
vUv = vec3( uv, 1 ).xy;
#endif
#ifdef USE_MAP
vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ALPHAMAP
vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_LIGHTMAP
vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_AOMAP
vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_BUMPMAP
vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_NORMALMAP
vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_DISPLACEMENTMAP
vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_EMISSIVEMAP
vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_METALNESSMAP
vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ROUGHNESSMAP
vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_ANISOTROPYMAP
vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOATMAP
vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCEMAP
vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_COLORMAP
vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULARMAP
vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_COLORMAP
vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_TRANSMISSIONMAP
vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;
#endif
#ifdef USE_THICKNESSMAP
vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;
#endif
#include <batching_vertex>
// <batching_vertex>
#ifdef USE_BATCHING
mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );
#endif
#include <skinbase_vertex>
// <skinbase_vertex>
#ifdef USE_SKINNING
mat4 boneMatX = getBoneMatrix( skinIndex.x );
mat4 boneMatY = getBoneMatrix( skinIndex.y );
mat4 boneMatZ = getBoneMatrix( skinIndex.z );
mat4 boneMatW = getBoneMatrix( skinIndex.w );
#endif
#include <morphinstance_vertex>
// <morphinstance_vertex>
#ifdef USE_INSTANCING_MORPH
float morphTargetInfluences[ MORPHTARGETS_COUNT ];
float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
morphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;
}
#endif
#ifdef USE_DISPLACEMENTMAP
#include <beginnormal_vertex>
// <beginnormal_vertex>
vec3 objectNormal = vec3( normal );
#ifdef USE_TANGENT
vec3 objectTangent = vec3( tangent.xyz );
#endif
#include <morphnormal_vertex>
// <morphnormal_vertex>
#ifdef USE_MORPHNORMALS
// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:
// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in normal = sum((target - base) * influence)
// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting
objectNormal *= morphTargetBaseInfluence;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];
}
#endif
#include <skinnormal_vertex>
// <skinnormal_vertex>
#ifdef USE_SKINNING
mat4 skinMatrix = mat4( 0.0 );
skinMatrix += skinWeight.x * boneMatX;
skinMatrix += skinWeight.y * boneMatY;
skinMatrix += skinWeight.z * boneMatZ;
skinMatrix += skinWeight.w * boneMatW;
skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;
objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;
#ifdef USE_TANGENT
objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;
#endif
#endif
#endif
#include <begin_vertex>
// <begin_vertex>
vec3 transformed = vec3( position );
#ifdef USE_ALPHAHASH
vPosition = vec3( position );
#endif
#include <morphtarget_vertex>
// <morphtarget_vertex>
#ifdef USE_MORPHTARGETS
// morphTargetBaseInfluence is set based on BufferGeometry.morphTargetsRelative value:
// When morphTargetsRelative is false, this is set to 1 - sum(influences); this results in position = sum((target - base) * influence)
// When morphTargetsRelative is true, this is set to 1; as a result, all morph targets are simply added to the base after weighting
transformed *= morphTargetBaseInfluence;
for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {
if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];
}
#endif
#include <skinning_vertex>
// <skinning_vertex>
#ifdef USE_SKINNING
vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );
vec4 skinned = vec4( 0.0 );
skinned += boneMatX * skinVertex * skinWeight.x;
skinned += boneMatY * skinVertex * skinWeight.y;
skinned += boneMatZ * skinVertex * skinWeight.z;
skinned += boneMatW * skinVertex * skinWeight.w;
transformed = ( bindMatrixInverse * skinned ).xyz;
#endif
#include <displacementmap_vertex>
// <displacementmap_vertex>
#ifdef USE_DISPLACEMENTMAP
transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );
#endif
#include <project_vertex>
// <project_vertex>
vec4 mvPosition = vec4( transformed, 1.0 );
#ifdef USE_BATCHING
mvPosition = batchingMatrix * mvPosition;
#endif
#ifdef USE_INSTANCING
mvPosition = instanceMatrix * mvPosition;
#endif
mvPosition = modelViewMatrix * mvPosition;
gl_Position = projectionMatrix * mvPosition;
#include <logdepthbuf_vertex>
// <logdepthbuf_vertex>
#ifdef USE_LOGDEPTHBUF
vFragDepth = 1.0 + gl_Position.w;
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
#endif
#include <clipping_planes_vertex>
// <clipping_planes_vertex>
#if NUM_CLIPPING_PLANES > 0
vClipPosition = - mvPosition.xyz;
#endif
vHighPrecisionZW = gl_Position.zw;
}
Fragment Shader
#if DEPTH_PACKING == 3200
uniform float opacity;
#endif
#include <common>
// <common>
#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; }
vec3 pow2( const in vec3 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 v ) { return dot( v, vec3( 0.3333333 ) ); }
// 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;
};
#ifdef USE_ALPHAHASH
varying vec3 vPosition;
#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;
}
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 );
}
vec3 BRDF_Lambert( const in vec3 diffuseColor ) {
return RECIPROCAL_PI * diffuseColor;
} // validated
vec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotVH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
} // validated
float F_Schlick( const in float f0, const in float f90, const in float dotVH ) {
// Original approximation by Christophe Schlick '94
// float fresnel = pow( 1.0 - dotVH, 5.0 );
// Optimized variant (presented by Epic at SIGGRAPH '13)
// https://cdn2.unrealengine.com/Resources/files/2013SiggraphPresentationsNotes-26915738.pdf
float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );
return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );
} // validated
#include <packing>
// <packing>
vec3 packNormalToRGB( const in vec3 normal ) {
return normalize( normal ) * 0.5 + 0.5;
}
vec3 unpackRGBToNormal( const in vec3 rgb ) {
return 2.0 * rgb.xyz - 1.0;
}
const float PackUpscale = 256. / 255.; // fraction -> 0..1 (including 1)
const float UnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1)
const float ShiftRight8 = 1. / 256.;
const float Inv255 = 1. / 255.;
const vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );
const vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );
const vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );
const vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );
vec4 packDepthToRGBA( const in float v ) {
if( v <= 0.0 )
return vec4( 0., 0., 0., 0. );
if( v >= 1.0 )
return vec4( 1., 1., 1., 1. );
float vuf;
float af = modf( v * PackFactors.a, vuf );
float bf = modf( vuf * ShiftRight8, vuf );
float gf = modf( vuf * ShiftRight8, vuf );
return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );
}
vec3 packDepthToRGB( const in float v ) {
if( v <= 0.0 )
return vec3( 0., 0., 0. );
if( v >= 1.0 )
return vec3( 1., 1., 1. );
float vuf;
float bf = modf( v * PackFactors.b, vuf );
float gf = modf( vuf * ShiftRight8, vuf );
// the 0.9999 tweak is unimportant, very tiny empirical improvement
// return vec3( vuf * Inv255, gf * PackUpscale, bf * 0.9999 );
return vec3( vuf * Inv255, gf * PackUpscale, bf );
}
vec2 packDepthToRG( const in float v ) {
if( v <= 0.0 )
return vec2( 0., 0. );
if( v >= 1.0 )
return vec2( 1., 1. );
float vuf;
float gf = modf( v * 256., vuf );
return vec2( vuf * Inv255, gf );
}
float unpackRGBAToDepth( const in vec4 v ) {
return dot( v, UnpackFactors4 );
}
float unpackRGBToDepth( const in vec3 v ) {
return dot( v, UnpackFactors3 );
}
float unpackRGToDepth( const in vec2 v ) {
return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;
}
vec4 pack2HalfToRGBA( const in vec2 v ) {
vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );
return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );
}
vec2 unpackRGBATo2Half( const in vec4 v ) {
return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );
}
// NOTE: viewZ, the z-coordinate in camera space, is negative for points in front of the camera
float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
// -near maps to 0; -far maps to 1
return ( viewZ + near ) / ( near - far );
}
float orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {
// maps orthographic depth in [ 0, 1 ] to viewZ
return depth * ( near - far ) - near;
}
// NOTE: https://twitter.com/gonnavis/status/1377183786949959682
float viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {
// -near maps to 0; -far maps to 1
return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
}
float perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {
// maps perspective depth in [ 0, 1 ] to viewZ
return ( near * far ) / ( ( far - near ) * depth - far );
}
#include <uv_pars_fragment>
// <uv_pars_fragment>
#if defined( USE_UV ) || defined( USE_ANISOTROPY )
varying vec2 vUv;
#endif
#ifdef USE_MAP
varying vec2 vMapUv;
#endif
#ifdef USE_ALPHAMAP
varying vec2 vAlphaMapUv;
#endif
#ifdef USE_LIGHTMAP
varying vec2 vLightMapUv;
#endif
#ifdef USE_AOMAP
varying vec2 vAoMapUv;
#endif
#ifdef USE_BUMPMAP
varying vec2 vBumpMapUv;
#endif
#ifdef USE_NORMALMAP
varying vec2 vNormalMapUv;
#endif
#ifdef USE_EMISSIVEMAP
varying vec2 vEmissiveMapUv;
#endif
#ifdef USE_METALNESSMAP
varying vec2 vMetalnessMapUv;
#endif
#ifdef USE_ROUGHNESSMAP
varying vec2 vRoughnessMapUv;
#endif
#ifdef USE_ANISOTROPYMAP
varying vec2 vAnisotropyMapUv;
#endif
#ifdef USE_CLEARCOATMAP
varying vec2 vClearcoatMapUv;
#endif
#ifdef USE_CLEARCOAT_NORMALMAP
varying vec2 vClearcoatNormalMapUv;
#endif
#ifdef USE_CLEARCOAT_ROUGHNESSMAP
varying vec2 vClearcoatRoughnessMapUv;
#endif
#ifdef USE_IRIDESCENCEMAP
varying vec2 vIridescenceMapUv;
#endif
#ifdef USE_IRIDESCENCE_THICKNESSMAP
varying vec2 vIridescenceThicknessMapUv;
#endif
#ifdef USE_SHEEN_COLORMAP
varying vec2 vSheenColorMapUv;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
varying vec2 vSheenRoughnessMapUv;
#endif
#ifdef USE_SPECULARMAP
varying vec2 vSpecularMapUv;
#endif
#ifdef USE_SPECULAR_COLORMAP
varying vec2 vSpecularColorMapUv;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
varying vec2 vSpecularIntensityMapUv;
#endif
#ifdef USE_TRANSMISSIONMAP
uniform mat3 transmissionMapTransform;
varying vec2 vTransmissionMapUv;
#endif
#ifdef USE_THICKNESSMAP
uniform mat3 thicknessMapTransform;
varying vec2 vThicknessMapUv;
#endif
#include <map_pars_fragment>
// <map_pars_fragment>
#ifdef USE_MAP
uniform sampler2D map;
#endif
#include <alphamap_pars_fragment>
// <alphamap_pars_fragment>
#ifdef USE_ALPHAMAP
uniform sampler2D alphaMap;
#endif
#include <alphatest_pars_fragment>
// <alphatest_pars_fragment>
#ifdef USE_ALPHATEST
uniform float alphaTest;
#endif
#include <alphahash_pars_fragment>
// <alphahash_pars_fragment>
#ifdef USE_ALPHAHASH
/**
* See: https://casual-effects.com/research/Wyman2017Hashed/index.html
*/
const float ALPHA_HASH_SCALE = 0.05; // Derived from trials only, and may be changed.
float hash2D( vec2 value ) {
return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );
}
float hash3D( vec3 value ) {
return hash2D( vec2( hash2D( value.xy ), value.z ) );
}
float getAlphaHashThreshold( vec3 position ) {
// Find the discretized derivatives of our coordinates
float maxDeriv = max(
length( dFdx( position.xyz ) ),
length( dFdy( position.xyz ) )
);
float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );
// Find two nearest log-discretized noise scales
vec2 pixScales = vec2(
exp2( floor( log2( pixScale ) ) ),
exp2( ceil( log2( pixScale ) ) )
);
// Compute alpha thresholds at our two noise scales
vec2 alpha = vec2(
hash3D( floor( pixScales.x * position.xyz ) ),
hash3D( floor( pixScales.y * position.xyz ) )
);
// Factor to interpolate lerp with
float lerpFactor = fract( log2( pixScale ) );
// Interpolate alpha threshold from noise at two scales
float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;
// Pass into CDF to compute uniformly distrib threshold
float a = min( lerpFactor, 1.0 - lerpFactor );
vec3 cases = vec3(
x * x / ( 2.0 * a * ( 1.0 - a ) ),
( x - 0.5 * a ) / ( 1.0 - a ),
1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )
);
// Find our final, uniformly distributed alpha threshold (ατ)
float threshold = ( x < ( 1.0 - a ) )
? ( ( x < a ) ? cases.x : cases.y )
: cases.z;
// Avoids ατ == 0. Could also do ατ =1-ατ
return clamp( threshold , 1.0e-6, 1.0 );
}
#endif
#include <logdepthbuf_pars_fragment>
// <logdepthbuf_pars_fragment>
#if defined( USE_LOGDEPTHBUF )
uniform float logDepthBufFC;
varying float vFragDepth;
varying float vIsPerspective;
#endif
#include <clipping_planes_pars_fragment>
// <clipping_planes_pars_fragment>
#if NUM_CLIPPING_PLANES > 0
varying vec3 vClipPosition;
uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];
#endif
varying vec2 vHighPrecisionZW;
void main() {
vec4 diffuseColor = vec4( 1.0 );
#include <clipping_planes_fragment>
// <clipping_planes_fragment>
#if NUM_CLIPPING_PLANES > 0
vec4 plane;
#ifdef ALPHA_TO_COVERAGE
float distanceToPlane, distanceGradient;
float clipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
if ( clipOpacity == 0.0 ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
float unionClipOpacity = 1.0;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;
distanceGradient = fwidth( distanceToPlane ) / 2.0;
unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );
}
#pragma unroll_loop_end
clipOpacity *= 1.0 - unionClipOpacity;
#endif
diffuseColor.a *= clipOpacity;
if ( diffuseColor.a == 0.0 ) discard;
#else
#pragma unroll_loop_start
for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;
}
#pragma unroll_loop_end
#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES
bool clipped = true;
#pragma unroll_loop_start
for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {
plane = clippingPlanes[ i ];
clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;
}
#pragma unroll_loop_end
if ( clipped ) discard;
#endif
#endif
#endif
#if DEPTH_PACKING == 3200
diffuseColor.a = opacity;
#endif
#include <map_fragment>
// <map_fragment>
#ifdef USE_MAP
vec4 sampledDiffuseColor = texture2D( map, vMapUv );
#ifdef DECODE_VIDEO_TEXTURE
// use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)
sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
#endif
diffuseColor *= sampledDiffuseColor;
#endif
#include <alphamap_fragment>
// <alphamap_fragment>
#ifdef USE_ALPHAMAP
diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;
#endif
#include <alphatest_fragment>
// <alphatest_fragment>
#ifdef USE_ALPHATEST
#ifdef ALPHA_TO_COVERAGE
diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );
if ( diffuseColor.a == 0.0 ) discard;
#else
if ( diffuseColor.a < alphaTest ) discard;
#endif
#endif
#include <alphahash_fragment>
// <alphahash_fragment>
#ifdef USE_ALPHAHASH
if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;
#endif
#include <logdepthbuf_fragment>
// <logdepthbuf_fragment>
#if defined( USE_LOGDEPTHBUF )
// Doing a strict comparison with == 1.0 can cause noise artifacts
// on some platforms. See issue #17623.
gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;
#endif
// Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.
float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;
#if DEPTH_PACKING == 3200
gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );
#elif DEPTH_PACKING == 3201
gl_FragColor = packDepthToRGBA( fragCoordZ );
#elif DEPTH_PACKING == 3202
gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );
#elif DEPTH_PACKING == 3203
gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );
#endif
}