| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146 | import defaultValue from "../Core/defaultValue.js";import defined from "../Core/defined.js";import WebGLConstants from "../Core/WebGLConstants.js";import webGLConstantToGlslType from "../Core/webGLConstantToGlslType.js";import addToArray from "./GltfPipeline/addToArray.js";import ForEach from "./GltfPipeline/ForEach.js";import usesExtension from "./GltfPipeline/usesExtension.js";import ModelUtility from "./ModelUtility.js";/** * @private */function processPbrMaterials(gltf, options) {  options = defaultValue(options, defaultValue.EMPTY_OBJECT);  // No need to create new techniques if they already exist,  // the shader should handle these values  if (usesExtension(gltf, "KHR_techniques_webgl")) {    return gltf;  }  // All materials in glTF are PBR by default,  // so we should apply PBR unless no materials are found.  if (!defined(gltf.materials) || gltf.materials.length === 0) {    return gltf;  }  if (!defined(gltf.extensions)) {    gltf.extensions = {};  }  if (!defined(gltf.extensionsUsed)) {    gltf.extensionsUsed = [];  }  if (!defined(gltf.extensionsRequired)) {    gltf.extensionsRequired = [];  }  gltf.extensions.KHR_techniques_webgl = {    programs: [],    shaders: [],    techniques: [],  };  gltf.extensionsUsed.push("KHR_techniques_webgl");  gltf.extensionsRequired.push("KHR_techniques_webgl");  const primitiveByMaterial = ModelUtility.splitIncompatibleMaterials(gltf);  ForEach.material(gltf, function (material, materialIndex) {    const generatedMaterialValues = {};    const technique = generateTechnique(      gltf,      material,      materialIndex,      generatedMaterialValues,      primitiveByMaterial,      options    );    if (!defined(material.extensions)) {      material.extensions = {};    }    material.extensions.KHR_techniques_webgl = {      values: generatedMaterialValues,      technique: technique,    };  });  // If any primitives have semantics that aren't declared in the generated  // shaders, we want to preserve them.  ModelUtility.ensureSemanticExistence(gltf);  return gltf;}function isSpecularGlossinessMaterial(material) {  return (    defined(material.extensions) &&    defined(material.extensions.KHR_materials_pbrSpecularGlossiness)  );}function addTextureCoordinates(  gltf,  textureName,  generatedMaterialValues,  defaultTexCoord,  result) {  let texCoord;  const texInfo = generatedMaterialValues[textureName];  if (defined(texInfo) && defined(texInfo.texCoord) && texInfo.texCoord === 1) {    defaultTexCoord = defaultTexCoord.replace("0", "1");  }  if (defined(generatedMaterialValues[`${textureName}Offset`])) {    texCoord = `${textureName}Coord`;    result.fragmentShaderMain += `    vec2 ${texCoord} = computeTexCoord(${defaultTexCoord}, ${textureName}Offset, ${textureName}Rotation, ${textureName}Scale);\n`;  } else {    texCoord = defaultTexCoord;  }  return texCoord;}const DEFAULT_TEXTURE_OFFSET = [0.0, 0.0];const DEFAULT_TEXTURE_ROTATION = [0.0];const DEFAULT_TEXTURE_SCALE = [1.0, 1.0];function handleKHRTextureTransform(  parameterName,  value,  generatedMaterialValues) {  if (    parameterName.indexOf("Texture") === -1 ||    !defined(value.extensions) ||    !defined(value.extensions.KHR_texture_transform)  ) {    return;  }  const uniformName = `u_${parameterName}`;  const extension = value.extensions.KHR_texture_transform;  generatedMaterialValues[`${uniformName}Offset`] = defaultValue(    extension.offset,    DEFAULT_TEXTURE_OFFSET  );  generatedMaterialValues[`${uniformName}Rotation`] = defaultValue(    extension.rotation,    DEFAULT_TEXTURE_ROTATION  );  generatedMaterialValues[`${uniformName}Scale`] = defaultValue(    extension.scale,    DEFAULT_TEXTURE_SCALE  );  if (defined(value.texCoord) && defined(extension.texCoord)) {    generatedMaterialValues[uniformName].texCoord = extension.texCoord;  }}function generateTechnique(  gltf,  material,  materialIndex,  generatedMaterialValues,  primitiveByMaterial,  options) {  const addBatchIdToGeneratedShaders = defaultValue(    options.addBatchIdToGeneratedShaders,    false  );  const techniquesWebgl = gltf.extensions.KHR_techniques_webgl;  const techniques = techniquesWebgl.techniques;  const shaders = techniquesWebgl.shaders;  const programs = techniquesWebgl.programs;  const useSpecGloss = isSpecularGlossinessMaterial(material);  let uniformName;  let parameterName;  let value;  const pbrMetallicRoughness = material.pbrMetallicRoughness;  if (defined(pbrMetallicRoughness) && !useSpecGloss) {    for (parameterName in pbrMetallicRoughness) {      if (pbrMetallicRoughness.hasOwnProperty(parameterName)) {        value = pbrMetallicRoughness[parameterName];        uniformName = `u_${parameterName}`;        generatedMaterialValues[uniformName] = value;        handleKHRTextureTransform(          parameterName,          value,          generatedMaterialValues        );      }    }  }  if (useSpecGloss) {    const pbrSpecularGlossiness =      material.extensions.KHR_materials_pbrSpecularGlossiness;    for (parameterName in pbrSpecularGlossiness) {      if (pbrSpecularGlossiness.hasOwnProperty(parameterName)) {        value = pbrSpecularGlossiness[parameterName];        uniformName = `u_${parameterName}`;        generatedMaterialValues[uniformName] = value;        handleKHRTextureTransform(          parameterName,          value,          generatedMaterialValues        );      }    }  }  for (const additional in material) {    if (      material.hasOwnProperty(additional) &&      (additional.indexOf("Texture") >= 0 || additional.indexOf("Factor") >= 0)    ) {      value = material[additional];      uniformName = `u_${additional}`;      generatedMaterialValues[uniformName] = value;      handleKHRTextureTransform(additional, value, generatedMaterialValues);    }  }  let vertexShader = "precision highp float;\n";  let fragmentShader = "precision highp float;\n";  let skin;  if (defined(gltf.skins)) {    skin = gltf.skins[0];  }  const joints = defined(skin) ? skin.joints : [];  const jointCount = joints.length;  const primitiveInfo = primitiveByMaterial[materialIndex];  let skinningInfo;  let hasSkinning = false;  let hasVertexColors = false;  let hasMorphTargets = false;  let hasNormals = false;  let hasTangents = false;  let hasTexCoords = false;  let hasTexCoord1 = false;  let hasOutline = false;  let isUnlit = false;  if (defined(primitiveInfo)) {    skinningInfo = primitiveInfo.skinning;    hasSkinning = skinningInfo.skinned && joints.length > 0;    hasVertexColors = primitiveInfo.hasVertexColors;    hasMorphTargets = primitiveInfo.hasMorphTargets;    hasNormals = primitiveInfo.hasNormals;    hasTangents = primitiveInfo.hasTangents;    hasTexCoords = primitiveInfo.hasTexCoords;    hasTexCoord1 = primitiveInfo.hasTexCoord1;    hasOutline = primitiveInfo.hasOutline;  }  let morphTargets;  if (hasMorphTargets) {    ForEach.mesh(gltf, function (mesh) {      ForEach.meshPrimitive(mesh, function (primitive) {        if (primitive.material === materialIndex) {          const targets = primitive.targets;          if (defined(targets)) {            morphTargets = targets;          }        }      });    });  }  // Add techniques  const techniqueUniforms = {    // Add matrices    u_modelViewMatrix: {      semantic: usesExtension(gltf, "CESIUM_RTC")        ? "CESIUM_RTC_MODELVIEW"        : "MODELVIEW",      type: WebGLConstants.FLOAT_MAT4,    },    u_projectionMatrix: {      semantic: "PROJECTION",      type: WebGLConstants.FLOAT_MAT4,    },  };  if (    defined(material.extensions) &&    defined(material.extensions.KHR_materials_unlit)  ) {    isUnlit = true;  }  if (hasNormals) {    techniqueUniforms.u_normalMatrix = {      semantic: "MODELVIEWINVERSETRANSPOSE",      type: WebGLConstants.FLOAT_MAT3,    };  }  if (hasSkinning) {    techniqueUniforms.u_jointMatrix = {      count: jointCount,      semantic: "JOINTMATRIX",      type: WebGLConstants.FLOAT_MAT4,    };  }  if (hasMorphTargets) {    techniqueUniforms.u_morphWeights = {      count: morphTargets.length,      semantic: "MORPHWEIGHTS",      type: WebGLConstants.FLOAT,    };  }  const alphaMode = material.alphaMode;  if (defined(alphaMode) && alphaMode === "MASK") {    techniqueUniforms.u_alphaCutoff = {      semantic: "ALPHACUTOFF",      type: WebGLConstants.FLOAT,    };  }  // Add material values  for (uniformName in generatedMaterialValues) {    if (generatedMaterialValues.hasOwnProperty(uniformName)) {      techniqueUniforms[uniformName] = {        type: getPBRValueType(uniformName),      };    }  }  const baseColorUniform = defaultValue(    techniqueUniforms.u_baseColorTexture,    techniqueUniforms.u_baseColorFactor  );  if (defined(baseColorUniform)) {    baseColorUniform.semantic = "_3DTILESDIFFUSE";  }  // Add uniforms to shaders  for (uniformName in techniqueUniforms) {    if (techniqueUniforms.hasOwnProperty(uniformName)) {      const uniform = techniqueUniforms[uniformName];      const arraySize = defined(uniform.count) ? `[${uniform.count}]` : "";      if (        (uniform.type !== WebGLConstants.FLOAT_MAT3 &&          uniform.type !== WebGLConstants.FLOAT_MAT4 &&          uniformName !== "u_morphWeights") ||        uniform.useInFragment      ) {        fragmentShader += `uniform ${webGLConstantToGlslType(          uniform.type        )} ${uniformName}${arraySize};\n`;        delete uniform.useInFragment;      } else {        vertexShader += `uniform ${webGLConstantToGlslType(          uniform.type        )} ${uniformName}${arraySize};\n`;      }    }  }  if (hasOutline) {    fragmentShader += "uniform sampler2D u_outlineTexture;\n";  }  // Add attributes with semantics  let vertexShaderMain = "";  if (hasSkinning) {    vertexShaderMain +=      "    mat4 skinMatrix =\n" +      "        a_weight.x * u_jointMatrix[int(a_joint.x)] +\n" +      "        a_weight.y * u_jointMatrix[int(a_joint.y)] +\n" +      "        a_weight.z * u_jointMatrix[int(a_joint.z)] +\n" +      "        a_weight.w * u_jointMatrix[int(a_joint.w)];\n";  }  // Add position always  const techniqueAttributes = {    a_position: {      semantic: "POSITION",    },  };  if (hasOutline) {    techniqueAttributes.a_outlineCoordinates = {      semantic: "_OUTLINE_COORDINATES",    };  }  vertexShader += "attribute vec3 a_position;\n";  if (hasNormals) {    vertexShader += "varying vec3 v_positionEC;\n";  }  if (hasOutline) {    vertexShader += "attribute vec3 a_outlineCoordinates;\n";    vertexShader += "varying vec3 v_outlineCoordinates;\n";  }  // Morph Target Weighting  vertexShaderMain += "    vec3 weightedPosition = a_position;\n";  if (hasNormals) {    vertexShaderMain += "    vec3 weightedNormal = a_normal;\n";  }  if (hasTangents) {    vertexShaderMain += "    vec4 weightedTangent = a_tangent;\n";  }  if (hasMorphTargets) {    for (let k = 0; k < morphTargets.length; k++) {      const targetAttributes = morphTargets[k];      for (const targetAttribute in targetAttributes) {        if (          targetAttributes.hasOwnProperty(targetAttribute) &&          targetAttribute !== "extras"        ) {          const attributeName = `a_${targetAttribute}_${k}`;          techniqueAttributes[attributeName] = {            semantic: `${targetAttribute}_${k}`,          };          vertexShader += `attribute vec3 ${attributeName};\n`;          if (targetAttribute === "POSITION") {            vertexShaderMain += `    weightedPosition += u_morphWeights[${k}] * ${attributeName};\n`;          } else if (targetAttribute === "NORMAL") {            vertexShaderMain += `    weightedNormal += u_morphWeights[${k}] * ${attributeName};\n`;          } else if (hasTangents && targetAttribute === "TANGENT") {            vertexShaderMain += `    weightedTangent.xyz += u_morphWeights[${k}] * ${attributeName};\n`;          }        }      }    }  }  // Final position computation  if (hasSkinning) {    vertexShaderMain +=      "    vec4 position = skinMatrix * vec4(weightedPosition, 1.0);\n";  } else {    vertexShaderMain += "    vec4 position = vec4(weightedPosition, 1.0);\n";  }  vertexShaderMain += "    position = u_modelViewMatrix * position;\n";  if (hasNormals) {    vertexShaderMain += "    v_positionEC = position.xyz;\n";  }  vertexShaderMain += "    gl_Position = u_projectionMatrix * position;\n";  if (hasOutline) {    vertexShaderMain += "    v_outlineCoordinates = a_outlineCoordinates;\n";  }  // Final normal computation  if (hasNormals) {    techniqueAttributes.a_normal = {      semantic: "NORMAL",    };    vertexShader += "attribute vec3 a_normal;\n";    if (!isUnlit) {      vertexShader += "varying vec3 v_normal;\n";      if (hasSkinning) {        vertexShaderMain +=          "    v_normal = u_normalMatrix * mat3(skinMatrix) * weightedNormal;\n";      } else {        vertexShaderMain += "    v_normal = u_normalMatrix * weightedNormal;\n";      }      fragmentShader += "varying vec3 v_normal;\n";    }    fragmentShader += "varying vec3 v_positionEC;\n";  }  // Read tangents if available  if (hasTangents) {    techniqueAttributes.a_tangent = {      semantic: "TANGENT",    };    vertexShader += "attribute vec4 a_tangent;\n";    vertexShader += "varying vec4 v_tangent;\n";    vertexShaderMain +=      "    v_tangent.xyz = u_normalMatrix * weightedTangent.xyz;\n";    vertexShaderMain += "    v_tangent.w = weightedTangent.w;\n";    fragmentShader += "varying vec4 v_tangent;\n";  }  if (hasOutline) {    fragmentShader += "varying vec3 v_outlineCoordinates;\n";  }  let fragmentShaderMain = "";  // Add texture coordinates if the material uses them  let v_texCoord;  let normalTexCoord;  let baseColorTexCoord;  let specularGlossinessTexCoord;  let diffuseTexCoord;  let metallicRoughnessTexCoord;  let occlusionTexCoord;  let emissiveTexCoord;  if (hasTexCoords) {    techniqueAttributes.a_texcoord_0 = {      semantic: "TEXCOORD_0",    };    v_texCoord = "v_texcoord_0";    vertexShader += "attribute vec2 a_texcoord_0;\n";    vertexShader += `varying vec2 ${v_texCoord};\n`;    vertexShaderMain += `    ${v_texCoord} = a_texcoord_0;\n`;    fragmentShader += `varying vec2 ${v_texCoord};\n`;    if (hasTexCoord1) {      techniqueAttributes.a_texcoord_1 = {        semantic: "TEXCOORD_1",      };      const v_texCoord1 = v_texCoord.replace("0", "1");      vertexShader += "attribute vec2 a_texcoord_1;\n";      vertexShader += `varying vec2 ${v_texCoord1};\n`;      vertexShaderMain += `    ${v_texCoord1} = a_texcoord_1;\n`;      fragmentShader += `varying vec2 ${v_texCoord1};\n`;    }    const result = {      fragmentShaderMain: fragmentShaderMain,    };    normalTexCoord = addTextureCoordinates(      gltf,      "u_normalTexture",      generatedMaterialValues,      v_texCoord,      result    );    baseColorTexCoord = addTextureCoordinates(      gltf,      "u_baseColorTexture",      generatedMaterialValues,      v_texCoord,      result    );    specularGlossinessTexCoord = addTextureCoordinates(      gltf,      "u_specularGlossinessTexture",      generatedMaterialValues,      v_texCoord,      result    );    diffuseTexCoord = addTextureCoordinates(      gltf,      "u_diffuseTexture",      generatedMaterialValues,      v_texCoord,      result    );    metallicRoughnessTexCoord = addTextureCoordinates(      gltf,      "u_metallicRoughnessTexture",      generatedMaterialValues,      v_texCoord,      result    );    occlusionTexCoord = addTextureCoordinates(      gltf,      "u_occlusionTexture",      generatedMaterialValues,      v_texCoord,      result    );    emissiveTexCoord = addTextureCoordinates(      gltf,      "u_emissiveTexture",      generatedMaterialValues,      v_texCoord,      result    );    fragmentShaderMain = result.fragmentShaderMain;  }  // Add skinning information if available  if (hasSkinning) {    techniqueAttributes.a_joint = {      semantic: "JOINTS_0",    };    techniqueAttributes.a_weight = {      semantic: "WEIGHTS_0",    };    vertexShader += "attribute vec4 a_joint;\n";    vertexShader += "attribute vec4 a_weight;\n";  }  if (hasVertexColors) {    techniqueAttributes.a_vertexColor = {      semantic: "COLOR_0",    };    vertexShader += "attribute vec4 a_vertexColor;\n";    vertexShader += "varying vec4 v_vertexColor;\n";    vertexShaderMain += "  v_vertexColor = a_vertexColor;\n";    fragmentShader += "varying vec4 v_vertexColor;\n";  }  if (addBatchIdToGeneratedShaders) {    techniqueAttributes.a_batchId = {      semantic: "_BATCHID",    };    vertexShader += "attribute float a_batchId;\n";  }  vertexShader += "void main(void) \n{\n";  vertexShader += vertexShaderMain;  vertexShader += "}\n";  // Fragment shader lighting  if (hasNormals && !isUnlit) {    fragmentShader += "const float M_PI = 3.141592653589793;\n";    fragmentShader +=      "vec3 lambertianDiffuse(vec3 diffuseColor) \n" +      "{\n" +      "    return diffuseColor / M_PI;\n" +      "}\n\n";    fragmentShader +=      "vec3 fresnelSchlick2(vec3 f0, vec3 f90, float VdotH) \n" +      "{\n" +      "    return f0 + (f90 - f0) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);\n" +      "}\n\n";    fragmentShader +=      "vec3 fresnelSchlick(float metalness, float VdotH) \n" +      "{\n" +      "    return metalness + (vec3(1.0) - metalness) * pow(1.0 - VdotH, 5.0);\n" +      "}\n\n";    fragmentShader +=      "float smithVisibilityG1(float NdotV, float roughness) \n" +      "{\n" +      "    float k = (roughness + 1.0) * (roughness + 1.0) / 8.0;\n" +      "    return NdotV / (NdotV * (1.0 - k) + k);\n" +      "}\n\n";    fragmentShader +=      "float smithVisibilityGGX(float roughness, float NdotL, float NdotV) \n" +      "{\n" +      "    return smithVisibilityG1(NdotL, roughness) * smithVisibilityG1(NdotV, roughness);\n" +      "}\n\n";    fragmentShader +=      "float GGX(float roughness, float NdotH) \n" +      "{\n" +      "    float roughnessSquared = roughness * roughness;\n" +      "    float f = (NdotH * roughnessSquared - NdotH) * NdotH + 1.0;\n" +      "    return roughnessSquared / (M_PI * f * f);\n" +      "}\n\n";  }  fragmentShader +=    "vec3 SRGBtoLINEAR3(vec3 srgbIn) \n" +    "{\n" +    "    return pow(srgbIn, vec3(2.2));\n" +    "}\n\n";  fragmentShader +=    "vec4 SRGBtoLINEAR4(vec4 srgbIn) \n" +    "{\n" +    "    vec3 linearOut = pow(srgbIn.rgb, vec3(2.2));\n" +    "    return vec4(linearOut, srgbIn.a);\n" +    "}\n\n";  fragmentShader +=    "vec3 applyTonemapping(vec3 linearIn) \n" +    "{\n" +    "#ifndef HDR \n" +    "    return czm_acesTonemapping(linearIn);\n" +    "#else \n" +    "    return linearIn;\n" +    "#endif \n" +    "}\n\n";  fragmentShader +=    "vec3 LINEARtoSRGB(vec3 linearIn) \n" +    "{\n" +    "#ifndef HDR \n" +    "    return pow(linearIn, vec3(1.0/2.2));\n" +    "#else \n" +    "    return linearIn;\n" +    "#endif \n" +    "}\n\n";  fragmentShader +=    "vec2 computeTexCoord(vec2 texCoords, vec2 offset, float rotation, vec2 scale) \n" +    "{\n" +    "    rotation = -rotation; \n" +    "    mat3 transform = mat3(\n" +    "        cos(rotation) * scale.x, sin(rotation) * scale.x, 0.0, \n" +    "       -sin(rotation) * scale.y, cos(rotation) * scale.y, 0.0, \n" +    "        offset.x, offset.y, 1.0); \n" +    "    vec2 transformedTexCoords = (transform * vec3(fract(texCoords), 1.0)).xy; \n" +    "    return transformedTexCoords; \n" +    "}\n\n";  fragmentShader += "#ifdef USE_IBL_LIGHTING \n";  fragmentShader += "uniform vec2 gltf_iblFactor; \n";  fragmentShader += "#endif \n";  fragmentShader += "#ifdef USE_CUSTOM_LIGHT_COLOR \n";  fragmentShader += "uniform vec3 gltf_lightColor; \n";  fragmentShader += "#endif \n";  fragmentShader += "void main(void) \n{\n";  fragmentShader += fragmentShaderMain;  // Add normal mapping to fragment shader  if (hasNormals && !isUnlit) {    fragmentShader += "    vec3 ng = normalize(v_normal);\n";    fragmentShader +=      "    vec3 positionWC = vec3(czm_inverseView * vec4(v_positionEC, 1.0));\n";    if (defined(generatedMaterialValues.u_normalTexture)) {      if (hasTangents) {        // Read tangents from varying        fragmentShader += "    vec3 t = normalize(v_tangent.xyz);\n";        fragmentShader +=          "    vec3 b = normalize(cross(ng, t) * v_tangent.w);\n";        fragmentShader += "    mat3 tbn = mat3(t, b, ng);\n";        fragmentShader += `    vec3 n = texture2D(u_normalTexture, ${normalTexCoord}).rgb;\n`;        fragmentShader += "    n = normalize(tbn * (2.0 * n - 1.0));\n";      } else {        // Add standard derivatives extension        fragmentShader = `${          "#ifdef GL_OES_standard_derivatives\n" +          "#extension GL_OES_standard_derivatives : enable\n" +          "#endif\n"        }${fragmentShader}`;        // Compute tangents        fragmentShader += "#ifdef GL_OES_standard_derivatives\n";        fragmentShader += "    vec3 pos_dx = dFdx(v_positionEC);\n";        fragmentShader += "    vec3 pos_dy = dFdy(v_positionEC);\n";        fragmentShader += `    vec3 tex_dx = dFdx(vec3(${normalTexCoord},0.0));\n`;        fragmentShader += `    vec3 tex_dy = dFdy(vec3(${normalTexCoord},0.0));\n`;        fragmentShader +=          "    vec3 t = (tex_dy.t * pos_dx - tex_dx.t * pos_dy) / (tex_dx.s * tex_dy.t - tex_dy.s * tex_dx.t);\n";        fragmentShader += "    t = normalize(t - ng * dot(ng, t));\n";        fragmentShader += "    vec3 b = normalize(cross(ng, t));\n";        fragmentShader += "    mat3 tbn = mat3(t, b, ng);\n";        fragmentShader += `    vec3 n = texture2D(u_normalTexture, ${normalTexCoord}).rgb;\n`;        fragmentShader += "    n = normalize(tbn * (2.0 * n - 1.0));\n";        fragmentShader += "#else\n";        fragmentShader += "    vec3 n = ng;\n";        fragmentShader += "#endif\n";      }    } else {      fragmentShader += "    vec3 n = ng;\n";    }    if (material.doubleSided) {      fragmentShader += "    if (czm_backFacing())\n";      fragmentShader += "    {\n";      fragmentShader += "        n = -n;\n";      fragmentShader += "    }\n";    }  }  // Add base color to fragment shader  if (defined(generatedMaterialValues.u_baseColorTexture)) {    fragmentShader += `    vec4 baseColorWithAlpha = SRGBtoLINEAR4(texture2D(u_baseColorTexture, ${baseColorTexCoord}));\n`;    if (defined(generatedMaterialValues.u_baseColorFactor)) {      fragmentShader += "    baseColorWithAlpha *= u_baseColorFactor;\n";    }  } else if (defined(generatedMaterialValues.u_baseColorFactor)) {    fragmentShader += "    vec4 baseColorWithAlpha = u_baseColorFactor;\n";  } else {    fragmentShader += "    vec4 baseColorWithAlpha = vec4(1.0);\n";  }  if (hasVertexColors) {    fragmentShader += "    baseColorWithAlpha *= v_vertexColor;\n";  }  fragmentShader += "    vec3 baseColor = baseColorWithAlpha.rgb;\n";  if (hasNormals && !isUnlit) {    if (useSpecGloss) {      if (defined(generatedMaterialValues.u_specularGlossinessTexture)) {        fragmentShader += `    vec4 specularGlossiness = SRGBtoLINEAR4(texture2D(u_specularGlossinessTexture, ${specularGlossinessTexCoord}));\n`;        fragmentShader += "    vec3 specular = specularGlossiness.rgb;\n";        fragmentShader += "    float glossiness = specularGlossiness.a;\n";        if (defined(generatedMaterialValues.u_specularFactor)) {          fragmentShader += "    specular *= u_specularFactor;\n";        }        if (defined(generatedMaterialValues.u_glossinessFactor)) {          fragmentShader += "    glossiness *= u_glossinessFactor;\n";        }      } else {        if (defined(generatedMaterialValues.u_specularFactor)) {          fragmentShader +=            "    vec3 specular = clamp(u_specularFactor, vec3(0.0), vec3(1.0));\n";        } else {          fragmentShader += "    vec3 specular = vec3(1.0);\n";        }        if (defined(generatedMaterialValues.u_glossinessFactor)) {          fragmentShader +=            "    float glossiness = clamp(u_glossinessFactor, 0.0, 1.0);\n";        } else {          fragmentShader += "    float glossiness = 1.0;\n";        }      }      if (defined(generatedMaterialValues.u_diffuseTexture)) {        fragmentShader += `    vec4 diffuse = SRGBtoLINEAR4(texture2D(u_diffuseTexture, ${diffuseTexCoord}));\n`;        if (defined(generatedMaterialValues.u_diffuseFactor)) {          fragmentShader += "    diffuse *= u_diffuseFactor;\n";        }      } else if (defined(generatedMaterialValues.u_diffuseFactor)) {        fragmentShader +=          "    vec4 diffuse = clamp(u_diffuseFactor, vec4(0.0), vec4(1.0));\n";      } else {        fragmentShader += "    vec4 diffuse = vec4(1.0);\n";      }      // the specular glossiness extension's alpha takes precedence over      // the base color alpha.      fragmentShader += "    baseColorWithAlpha.a = diffuse.a;\n";    } else if (defined(generatedMaterialValues.u_metallicRoughnessTexture)) {      fragmentShader += `    vec3 metallicRoughness = texture2D(u_metallicRoughnessTexture, ${metallicRoughnessTexCoord}).rgb;\n`;      fragmentShader +=        "    float metalness = clamp(metallicRoughness.b, 0.0, 1.0);\n";      fragmentShader +=        "    float roughness = clamp(metallicRoughness.g, 0.04, 1.0);\n";      if (defined(generatedMaterialValues.u_metallicFactor)) {        fragmentShader += "    metalness *= u_metallicFactor;\n";      }      if (defined(generatedMaterialValues.u_roughnessFactor)) {        fragmentShader += "    roughness *= u_roughnessFactor;\n";      }    } else {      if (defined(generatedMaterialValues.u_metallicFactor)) {        fragmentShader +=          "    float metalness = clamp(u_metallicFactor, 0.0, 1.0);\n";      } else {        fragmentShader += "    float metalness = 1.0;\n";      }      if (defined(generatedMaterialValues.u_roughnessFactor)) {        fragmentShader +=          "    float roughness = clamp(u_roughnessFactor, 0.04, 1.0);\n";      } else {        fragmentShader += "    float roughness = 1.0;\n";      }    }    fragmentShader += "    vec3 v = -normalize(v_positionEC);\n";    // Generate fragment shader's lighting block    fragmentShader += "#ifndef USE_CUSTOM_LIGHT_COLOR \n";    fragmentShader += "    vec3 lightColorHdr = czm_lightColorHdr;\n";    fragmentShader += "#else \n";    fragmentShader += "    vec3 lightColorHdr = gltf_lightColor;\n";    fragmentShader += "#endif \n";    fragmentShader += "    vec3 l = normalize(czm_lightDirectionEC);\n";    fragmentShader += "    vec3 h = normalize(v + l);\n";    fragmentShader += "    float NdotL = clamp(dot(n, l), 0.001, 1.0);\n";    fragmentShader += "    float NdotV = abs(dot(n, v)) + 0.001;\n";    fragmentShader += "    float NdotH = clamp(dot(n, h), 0.0, 1.0);\n";    fragmentShader += "    float LdotH = clamp(dot(l, h), 0.0, 1.0);\n";    fragmentShader += "    float VdotH = clamp(dot(v, h), 0.0, 1.0);\n";    fragmentShader += "    vec3 f0 = vec3(0.04);\n";    // Whether the material uses metallic-roughness or specular-glossiness changes how the BRDF inputs are computed.    // It does not change the implementation of the BRDF itself.    if (useSpecGloss) {      fragmentShader += "    float roughness = 1.0 - glossiness;\n";      fragmentShader +=        "    vec3 diffuseColor = diffuse.rgb * (1.0 - max(max(specular.r, specular.g), specular.b));\n";      fragmentShader += "    vec3 specularColor = specular;\n";    } else {      fragmentShader +=        "    vec3 diffuseColor = baseColor * (1.0 - metalness) * (1.0 - f0);\n";      fragmentShader +=        "    vec3 specularColor = mix(f0, baseColor, metalness);\n";    }    fragmentShader += "    float alpha = roughness * roughness;\n";    fragmentShader +=      "    float reflectance = max(max(specularColor.r, specularColor.g), specularColor.b);\n";    fragmentShader +=      "    vec3 r90 = vec3(clamp(reflectance * 25.0, 0.0, 1.0));\n";    fragmentShader += "    vec3 r0 = specularColor.rgb;\n";    fragmentShader += "    vec3 F = fresnelSchlick2(r0, r90, VdotH);\n";    fragmentShader +=      "    float G = smithVisibilityGGX(alpha, NdotL, NdotV);\n";    fragmentShader += "    float D = GGX(alpha, NdotH);\n";    fragmentShader +=      "    vec3 diffuseContribution = (1.0 - F) * lambertianDiffuse(diffuseColor);\n";    fragmentShader +=      "    vec3 specularContribution = F * G * D / (4.0 * NdotL * NdotV);\n";    fragmentShader +=      "    vec3 color = NdotL * lightColorHdr * (diffuseContribution + specularContribution);\n";    // Use the procedural IBL if there are no environment maps    fragmentShader +=      "#if defined(USE_IBL_LIGHTING) && !defined(DIFFUSE_IBL) && !defined(SPECULAR_IBL) \n";    fragmentShader +=      "    vec3 r = normalize(czm_inverseViewRotation * normalize(reflect(v, n)));\n";    // Figure out if the reflection vector hits the ellipsoid    fragmentShader += "    float vertexRadius = length(positionWC);\n";    fragmentShader +=      "    float horizonDotNadir = 1.0 - min(1.0, czm_ellipsoidRadii.x / vertexRadius);\n";    fragmentShader +=      "    float reflectionDotNadir = dot(r, normalize(positionWC));\n";    // Flipping the X vector is a cheap way to get the inverse of czm_temeToPseudoFixed, since that's a rotation about Z.    fragmentShader += "    r.x = -r.x;\n";    fragmentShader += "    r = -normalize(czm_temeToPseudoFixed * r);\n";    fragmentShader += "    r.x = -r.x;\n";    fragmentShader += "    float inverseRoughness = 1.04 - roughness;\n";    fragmentShader += "    inverseRoughness *= inverseRoughness;\n";    fragmentShader +=      "    vec3 sceneSkyBox = textureCube(czm_environmentMap, r).rgb * inverseRoughness;\n";    fragmentShader += "    float atmosphereHeight = 0.05;\n";    fragmentShader +=      "    float blendRegionSize = 0.1 * ((1.0 - inverseRoughness) * 8.0 + 1.1 - horizonDotNadir);\n";    fragmentShader += "    float blendRegionOffset = roughness * -1.0;\n";    fragmentShader +=      "    float farAboveHorizon = clamp(horizonDotNadir - blendRegionSize * 0.5 + blendRegionOffset, 1.0e-10 - blendRegionSize, 0.99999);\n";    fragmentShader +=      "    float aroundHorizon = clamp(horizonDotNadir + blendRegionSize * 0.5, 1.0e-10 - blendRegionSize, 0.99999);\n";    fragmentShader +=      "    float farBelowHorizon = clamp(horizonDotNadir + blendRegionSize * 1.5, 1.0e-10 - blendRegionSize, 0.99999);\n";    fragmentShader +=      "    float smoothstepHeight = smoothstep(0.0, atmosphereHeight, horizonDotNadir);\n";    fragmentShader +=      "    vec3 belowHorizonColor = mix(vec3(0.1, 0.15, 0.25), vec3(0.4, 0.7, 0.9), smoothstepHeight);\n";    fragmentShader += "    vec3 nadirColor = belowHorizonColor * 0.5;\n";    fragmentShader +=      "    vec3 aboveHorizonColor = mix(vec3(0.9, 1.0, 1.2), belowHorizonColor, roughness * 0.5);\n";    fragmentShader +=      "    vec3 blueSkyColor = mix(vec3(0.18, 0.26, 0.48), aboveHorizonColor, reflectionDotNadir * inverseRoughness * 0.5 + 0.75);\n";    fragmentShader +=      "    vec3 zenithColor = mix(blueSkyColor, sceneSkyBox, smoothstepHeight);\n";    fragmentShader += "    vec3 blueSkyDiffuseColor = vec3(0.7, 0.85, 0.9);\n";    fragmentShader +=      "    float diffuseIrradianceFromEarth = (1.0 - horizonDotNadir) * (reflectionDotNadir * 0.25 + 0.75) * smoothstepHeight;\n";    fragmentShader +=      "    float diffuseIrradianceFromSky = (1.0 - smoothstepHeight) * (1.0 - (reflectionDotNadir * 0.25 + 0.25));\n";    fragmentShader +=      "    vec3 diffuseIrradiance = blueSkyDiffuseColor * clamp(diffuseIrradianceFromEarth + diffuseIrradianceFromSky, 0.0, 1.0);\n";    fragmentShader +=      "    float notDistantRough = (1.0 - horizonDotNadir * roughness * 0.8);\n";    fragmentShader +=      "    vec3 specularIrradiance = mix(zenithColor, aboveHorizonColor, smoothstep(farAboveHorizon, aroundHorizon, reflectionDotNadir) * notDistantRough);\n";    fragmentShader +=      "    specularIrradiance = mix(specularIrradiance, belowHorizonColor, smoothstep(aroundHorizon, farBelowHorizon, reflectionDotNadir) * inverseRoughness);\n";    fragmentShader +=      "    specularIrradiance = mix(specularIrradiance, nadirColor, smoothstep(farBelowHorizon, 1.0, reflectionDotNadir) * inverseRoughness);\n";    // Luminance model from page 40 of http://silviojemma.com/public/papers/lighting/spherical-harmonic-lighting.pdf    fragmentShader += "#ifdef USE_SUN_LUMINANCE \n";    // Angle between sun and zenith    fragmentShader +=      "    float LdotZenith = clamp(dot(normalize(czm_inverseViewRotation * l), normalize(positionWC * -1.0)), 0.001, 1.0);\n";    fragmentShader += "    float S = acos(LdotZenith);\n";    // Angle between zenith and current pixel    fragmentShader +=      "    float NdotZenith = clamp(dot(normalize(czm_inverseViewRotation * n), normalize(positionWC * -1.0)), 0.001, 1.0);\n";    // Angle between sun and current pixel    fragmentShader += "    float gamma = acos(NdotL);\n";    fragmentShader +=      "    float numerator = ((0.91 + 10.0 * exp(-3.0 * gamma) + 0.45 * pow(NdotL, 2.0)) * (1.0 - exp(-0.32 / NdotZenith)));\n";    fragmentShader +=      "    float denominator = (0.91 + 10.0 * exp(-3.0 * S) + 0.45 * pow(LdotZenith,2.0)) * (1.0 - exp(-0.32));\n";    fragmentShader +=      "    float luminance = gltf_luminanceAtZenith * (numerator / denominator);\n";    fragmentShader += "#endif \n";    fragmentShader +=      "    vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;\n";    fragmentShader +=      "    vec3 IBLColor = (diffuseIrradiance * diffuseColor * gltf_iblFactor.x) + (specularIrradiance * SRGBtoLINEAR3(specularColor * brdfLut.x + brdfLut.y) * gltf_iblFactor.y);\n";    fragmentShader +=      "    float maximumComponent = max(max(lightColorHdr.x, lightColorHdr.y), lightColorHdr.z);\n";    fragmentShader +=      "    vec3 lightColor = lightColorHdr / max(maximumComponent, 1.0);\n";    fragmentShader += "    IBLColor *= lightColor;\n";    fragmentShader += "#ifdef USE_SUN_LUMINANCE \n";    fragmentShader += "    color += IBLColor * luminance;\n";    fragmentShader += "#else \n";    fragmentShader += "    color += IBLColor; \n";    fragmentShader += "#endif \n";    // Environment maps were provided, use them for IBL    fragmentShader += "#elif defined(DIFFUSE_IBL) || defined(SPECULAR_IBL) \n";    fragmentShader +=      "    const mat3 yUpToZUp = mat3(-1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0); \n";    fragmentShader +=      "    vec3 cubeDir = normalize(yUpToZUp * gltf_iblReferenceFrameMatrix * normalize(reflect(-v, n))); \n";    fragmentShader += "#ifdef DIFFUSE_IBL \n";    fragmentShader += "#ifdef CUSTOM_SPHERICAL_HARMONICS \n";    fragmentShader +=      "    vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, gltf_sphericalHarmonicCoefficients); \n";    fragmentShader += "#else \n";    fragmentShader +=      "    vec3 diffuseIrradiance = czm_sphericalHarmonics(cubeDir, czm_sphericalHarmonicCoefficients); \n";    fragmentShader += "#endif \n";    fragmentShader += "#else \n";    fragmentShader += "    vec3 diffuseIrradiance = vec3(0.0); \n";    fragmentShader += "#endif \n";    fragmentShader += "#ifdef SPECULAR_IBL \n";    fragmentShader +=      "    vec2 brdfLut = texture2D(czm_brdfLut, vec2(NdotV, roughness)).rg;\n";    fragmentShader += "#ifdef CUSTOM_SPECULAR_IBL \n";    fragmentShader +=      "    vec3 specularIBL = czm_sampleOctahedralProjection(gltf_specularMap, gltf_specularMapSize, cubeDir,  roughness * gltf_maxSpecularLOD, gltf_maxSpecularLOD);\n";    fragmentShader += "#else \n";    fragmentShader +=      "    vec3 specularIBL = czm_sampleOctahedralProjection(czm_specularEnvironmentMaps, czm_specularEnvironmentMapSize, cubeDir,  roughness * czm_specularEnvironmentMapsMaximumLOD, czm_specularEnvironmentMapsMaximumLOD);\n";    fragmentShader += "#endif \n";    fragmentShader += "    specularIBL *= F * brdfLut.x + brdfLut.y;\n";    fragmentShader += "#else \n";    fragmentShader += "    vec3 specularIBL = vec3(0.0); \n";    fragmentShader += "#endif \n";    fragmentShader +=      "    color += diffuseIrradiance * diffuseColor + specularColor * specularIBL;\n";    fragmentShader += "#endif \n";  } else {    fragmentShader += "    vec3 color = baseColor;\n";  }  // Ignore occlusion and emissive when unlit  if (!isUnlit) {    if (defined(generatedMaterialValues.u_occlusionTexture)) {      fragmentShader += `    color *= texture2D(u_occlusionTexture, ${occlusionTexCoord}).r;\n`;    }    if (defined(generatedMaterialValues.u_emissiveTexture)) {      fragmentShader += `    vec3 emissive = SRGBtoLINEAR3(texture2D(u_emissiveTexture, ${emissiveTexCoord}).rgb);\n`;      if (defined(generatedMaterialValues.u_emissiveFactor)) {        fragmentShader += "    emissive *= u_emissiveFactor;\n";      }      fragmentShader += "    color += emissive;\n";    } else if (defined(generatedMaterialValues.u_emissiveFactor)) {      fragmentShader += "    color += u_emissiveFactor;\n";    }  }  if (!isUnlit) {    fragmentShader += "    color = applyTonemapping(color);\n";  }  fragmentShader += "    color = LINEARtoSRGB(color);\n";  if (hasOutline) {    fragmentShader += "    float outlineness = max(\n";    fragmentShader +=      "        texture2D(u_outlineTexture, vec2(v_outlineCoordinates.x, 0.5)).r,\n";    fragmentShader += "        max(\n";    fragmentShader +=      "          texture2D(u_outlineTexture, vec2(v_outlineCoordinates.y, 0.5)).r,\n";    fragmentShader +=      "          texture2D(u_outlineTexture, vec2(v_outlineCoordinates.z, 0.5)).r));\n";    fragmentShader +=      "    color = mix(color, vec3(0.0, 0.0, 0.0), outlineness);\n";  }  if (defined(alphaMode)) {    if (alphaMode === "MASK") {      fragmentShader += "    if (baseColorWithAlpha.a < u_alphaCutoff) {\n";      fragmentShader += "        discard;\n";      fragmentShader += "    }\n";      fragmentShader += "    gl_FragColor = vec4(color, 1.0);\n";    } else if (alphaMode === "BLEND") {      fragmentShader +=        "    gl_FragColor = vec4(color, baseColorWithAlpha.a);\n";    } else {      fragmentShader += "    gl_FragColor = vec4(color, 1.0);\n";    }  } else {    fragmentShader += "    gl_FragColor = vec4(color, 1.0);\n";  }  fragmentShader += "}\n";  // Add shaders  const vertexShaderId = addToArray(shaders, {    type: WebGLConstants.VERTEX_SHADER,    extras: {      _pipeline: {        source: vertexShader,        extension: ".glsl",      },    },  });  const fragmentShaderId = addToArray(shaders, {    type: WebGLConstants.FRAGMENT_SHADER,    extras: {      _pipeline: {        source: fragmentShader,        extension: ".glsl",      },    },  });  // Add program  const programId = addToArray(programs, {    fragmentShader: fragmentShaderId,    vertexShader: vertexShaderId,  });  const techniqueId = addToArray(techniques, {    attributes: techniqueAttributes,    program: programId,    uniforms: techniqueUniforms,  });  return techniqueId;}function getPBRValueType(paramName) {  if (paramName.indexOf("Offset") !== -1) {    return WebGLConstants.FLOAT_VEC2;  } else if (paramName.indexOf("Rotation") !== -1) {    return WebGLConstants.FLOAT;  } else if (paramName.indexOf("Scale") !== -1) {    return WebGLConstants.FLOAT_VEC2;  } else if (paramName.indexOf("Texture") !== -1) {    return WebGLConstants.SAMPLER_2D;  }  switch (paramName) {    case "u_baseColorFactor":      return WebGLConstants.FLOAT_VEC4;    case "u_metallicFactor":      return WebGLConstants.FLOAT;    case "u_roughnessFactor":      return WebGLConstants.FLOAT;    case "u_emissiveFactor":      return WebGLConstants.FLOAT_VEC3;    // Specular Glossiness Types    case "u_diffuseFactor":      return WebGLConstants.FLOAT_VEC4;    case "u_specularFactor":      return WebGLConstants.FLOAT_VEC3;    case "u_glossinessFactor":      return WebGLConstants.FLOAT;  }}export default processPbrMaterials;
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