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Migrate shader-shaderlab from engine-toolkit
#2467
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GuoLei1990
merged 1 commit into
galacean:dev/1.4
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zhuxudong:rafactor/migrate-pbr-shaderlab
Dec 17, 2024
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A subpackage of `@galacean/engine`. |
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{ | ||
"name": "@galacean/engine-shader-shaderlab", | ||
"version": "1.4.0-alpha.0", | ||
"publishConfig": { | ||
"access": "public", | ||
"registry": "https://registry.npmjs.org" | ||
}, | ||
"repository": { | ||
"url": "https://github.com/galacean/engine.git" | ||
}, | ||
"license": "MIT", | ||
"main": "dist/main.js", | ||
"module": "dist/module.js", | ||
"debug": "src/index.ts", | ||
"browser": "dist/browser.js", | ||
"types": "types/index.d.ts", | ||
"scripts": { | ||
"b:types": "tsc" | ||
}, | ||
"umd": { | ||
"name": "Galacean.ShaderShaderLab", | ||
"globals": { | ||
"@galacean/engine": "Galacean" | ||
} | ||
}, | ||
"files": [ | ||
"dist/**/*", | ||
"types/**/*" | ||
], | ||
"devDependencies": { | ||
"@galacean/engine": "workspace:*" | ||
}, | ||
"peerDependencies": { | ||
"@galacean/engine": "workspace:*" | ||
} | ||
} |
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declare module "*.glsl" { | ||
const value: string; | ||
export default value; | ||
} | ||
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declare module "*.gs" { | ||
const value: string; | ||
export default value; | ||
} |
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import { Shader, ShaderFactory } from "@galacean/engine"; | ||
import { PBRSource, fragmentList } from "./shaders"; | ||
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let includeRegistered = false; | ||
let shaderRegistered = false; | ||
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export function registerIncludes() { | ||
if (includeRegistered) return; | ||
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for (const sourceFragment of fragmentList) { | ||
ShaderFactory.registerInclude(sourceFragment.includeKey, sourceFragment.source); | ||
} | ||
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includeRegistered = true; | ||
} | ||
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export function registerShader() { | ||
if (shaderRegistered) return; | ||
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Shader.create(PBRSource); | ||
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shaderRegistered = true; | ||
} | ||
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/** | ||
* @internal | ||
*/ | ||
export { fragmentList }; |
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#ifndef BLENDSHAPE_INCLUDED | ||
#define BLENDSHAPE_INCLUDED | ||
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#ifdef RENDERER_HAS_BLENDSHAPE | ||
#ifdef RENDERER_BLENDSHAPE_USE_TEXTURE | ||
mediump sampler2DArray renderer_BlendShapeTexture; | ||
ivec3 renderer_BlendShapeTextureInfo; | ||
float renderer_BlendShapeWeights[RENDERER_BLENDSHAPE_COUNT]; | ||
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vec3 getBlendShapeVertexElement(int blendShapeIndex, int vertexElementIndex){ | ||
int y = vertexElementIndex / renderer_BlendShapeTextureInfo.y; | ||
int x = vertexElementIndex - y * renderer_BlendShapeTextureInfo.y; | ||
ivec3 uv = ivec3(x, y , blendShapeIndex); | ||
return (texelFetch(renderer_BlendShapeTexture, uv, 0)).xyz; | ||
} | ||
#else | ||
#if defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) && defined( RENDERER_BLENDSHAPE_HAS_TANGENT ) | ||
float renderer_BlendShapeWeights[2]; | ||
#else | ||
#if defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) || defined( RENDERER_BLENDSHAPE_HAS_TANGENT ) | ||
float renderer_BlendShapeWeights[4]; | ||
#else | ||
float renderer_BlendShapeWeights[8]; | ||
#endif | ||
#endif | ||
#endif | ||
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void calculateBlendShape(Attributes attributes, inout vec4 position | ||
#ifdef RENDERER_HAS_NORMAL | ||
,inout vec3 normal | ||
#ifdef RENDERER_HAS_TANGENT | ||
,inout vec4 tangent | ||
#endif | ||
#endif | ||
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){ | ||
#ifdef RENDERER_BLENDSHAPE_USE_TEXTURE | ||
int vertexOffset = gl_VertexID * renderer_BlendShapeTextureInfo.x; | ||
for(int i = 0; i < RENDERER_BLENDSHAPE_COUNT; i++){ | ||
int vertexElementOffset = vertexOffset; | ||
float weight = renderer_BlendShapeWeights[i]; | ||
// Warnning: Multiplying by 0 creates weird precision issues, causing rendering anomalies in Ace2 Android13 | ||
if(weight != 0.0){ | ||
position.xyz += getBlendShapeVertexElement(i, vertexElementOffset) * weight; | ||
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#if defined( RENDERER_HAS_NORMAL ) && defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) | ||
vertexElementOffset += 1; | ||
normal += getBlendShapeVertexElement(i, vertexElementOffset) * weight; | ||
#endif | ||
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#if defined( RENDERER_HAS_TANGENT ) && defined(RENDERER_BLENDSHAPE_HAS_TANGENT) | ||
vertexElementOffset += 1; | ||
tangent.xyz += getBlendShapeVertexElement(i, vertexElementOffset) * weight; | ||
#endif | ||
} | ||
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} | ||
#else | ||
position.xyz += attributes.POSITION_BS0 * renderer_BlendShapeWeights[0]; | ||
position.xyz += attributes.POSITION_BS1 * renderer_BlendShapeWeights[1]; | ||
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#if defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) && defined( RENDERER_BLENDSHAPE_HAS_TANGENT ) | ||
#ifdef RENDERER_HAS_NORMAL | ||
normal += attributes.NORMAL_BS0 * renderer_BlendShapeWeights[0]; | ||
normal += attributes.NORMAL_BS1 * renderer_BlendShapeWeights[1]; | ||
#endif | ||
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#ifdef RENDERER_HAS_TANGENT | ||
tangent.xyz += attributes.TANGENT_BS0 * renderer_BlendShapeWeights[0]; | ||
tangent.xyz += attributes.TANGENT_BS1 * renderer_BlendShapeWeights[1]; | ||
#endif | ||
#else | ||
#if defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) || defined( RENDERER_BLENDSHAPE_HAS_TANGENT ) | ||
position.xyz += attributes.POSITION_BS2 * renderer_BlendShapeWeights[2]; | ||
position.xyz += attributes.POSITION_BS3 * renderer_BlendShapeWeights[3]; | ||
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#if defined( RENDERER_BLENDSHAPE_HAS_NORMAL ) && defined( RENDERER_HAS_NORMAL ) | ||
normal += attributes.NORMAL_BS0 * renderer_BlendShapeWeights[0]; | ||
normal += attributes.NORMAL_BS1 * renderer_BlendShapeWeights[1]; | ||
normal += attributes.NORMAL_BS2 * renderer_BlendShapeWeights[2]; | ||
normal += attributes.NORMAL_BS3 * renderer_BlendShapeWeights[3]; | ||
#endif | ||
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#if defined(RENDERER_BLENDSHAPE_HAS_TANGENT) && defined( RENDERER_HAS_TANGENT ) | ||
tangent.xyz += attributes.TANGENT_BS0 * renderer_BlendShapeWeights[0]; | ||
tangent.xyz += attributes.TANGENT_BS1 * renderer_BlendShapeWeights[1]; | ||
tangent.xyz += attributes.TANGENT_BS2 * renderer_BlendShapeWeights[2]; | ||
tangent.xyz += attributes.TANGENT_BS3 * renderer_BlendShapeWeights[3]; | ||
#endif | ||
#else | ||
position.xyz += attributes.POSITION_BS2 * renderer_BlendShapeWeights[2]; | ||
position.xyz += attributes.POSITION_BS3 * renderer_BlendShapeWeights[3]; | ||
position.xyz += attributes.POSITION_BS4 * renderer_BlendShapeWeights[4]; | ||
position.xyz += attributes.POSITION_BS5 * renderer_BlendShapeWeights[5]; | ||
position.xyz += attributes.POSITION_BS6 * renderer_BlendShapeWeights[6]; | ||
position.xyz += attributes.POSITION_BS7 * renderer_BlendShapeWeights[7]; | ||
#endif | ||
#endif | ||
#endif | ||
} | ||
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#endif | ||
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#endif |
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#ifndef COMMON_INCLUDED | ||
#define COMMON_INCLUDED | ||
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#define PI 3.14159265359 | ||
#define RECIPROCAL_PI 0.31830988618 | ||
#define EPSILON 1e-6 | ||
#define LOG2 1.442695 | ||
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#define saturate( a ) clamp( a, 0.0, 1.0 ) | ||
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float pow2(float x ) { | ||
return x * x; | ||
} | ||
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vec4 RGBMToLinear(vec4 value, float maxRange ) { | ||
return vec4( value.rgb * value.a * maxRange, 1.0 ); | ||
} | ||
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vec4 gammaToLinear(vec4 srgbIn){ | ||
return vec4( pow(srgbIn.rgb, vec3(2.2)), srgbIn.a); | ||
} | ||
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vec4 linearToGamma(vec4 linearIn){ | ||
linearIn = max(linearIn, 0.0); | ||
return vec4( pow(linearIn.rgb, vec3(1.0 / 2.2)), linearIn.a); | ||
} | ||
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vec4 camera_DepthBufferParams; | ||
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float remapDepthBufferLinear01(float z){ | ||
return 1.0/ (camera_DepthBufferParams.x * z + camera_DepthBufferParams.y); | ||
} | ||
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#ifdef GRAPHICS_API_WEBGL2 | ||
#define INVERSE_MAT(mat) inverse(mat) | ||
#else | ||
mat2 inverseMat(mat2 m) { | ||
return mat2(m[1][1],-m[0][1], | ||
-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]); | ||
} | ||
mat3 inverseMat(mat3 m) { | ||
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; | ||
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; | ||
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; | ||
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float b01 = a22 * a11 - a12 * a21; | ||
float b11 = -a22 * a10 + a12 * a20; | ||
float b21 = a21 * a10 - a11 * a20; | ||
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float det = a00 * b01 + a01 * b11 + a02 * b21; | ||
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return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), | ||
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), | ||
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; | ||
} | ||
mat4 inverseMat(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], | ||
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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, | ||
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det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; | ||
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return 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; | ||
} | ||
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#define INVERSE_MAT(mat) inverseMat(mat) | ||
#endif | ||
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#endif |
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#ifndef FOG_INCLUDED | ||
#define FOG_INCLUDED | ||
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#if SCENE_FOG_MODE != 0 | ||
vec4 scene_FogColor; | ||
vec4 scene_FogParams; // (-1/(end-start), end/(end-start), density/ln(2),density/sprt(ln(2))); | ||
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vec4 fog(vec4 color, vec3 positionVS){ | ||
float fogDepth = length(positionVS); | ||
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#if SCENE_FOG_MODE == 1 | ||
// (end-z) / (end-start) = z * (-1/(end-start)) + (end/(end-start)) | ||
float fogIntensity = clamp(fogDepth * scene_FogParams.x + scene_FogParams.y, 0.0, 1.0); | ||
#elif SCENE_FOG_MODE == 2 | ||
// exp(-z * density) = exp2((-z * density)/ln(2)) = exp2(-z * density/ln(2)) | ||
float fogIntensity = clamp(exp2(-fogDepth * scene_FogParams.z), 0.0, 1.0); | ||
#elif SCENE_FOG_MODE == 3 | ||
// exp(-(z * density)^2) = exp2(-(z * density)^2/ln(2)) = exp2(-(z * density/sprt(ln(2)))^2) | ||
float factor = fogDepth * scene_FogParams.w; | ||
float fogIntensity = clamp(exp2(-factor * factor), 0.0, 1.0); | ||
#endif | ||
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color.rgb = mix(scene_FogColor.rgb, color.rgb, fogIntensity); | ||
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return color; | ||
} | ||
#endif | ||
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#endif |
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Ensure includes are registered before creating shaders
The function
registerShader()
callsShader.create(PBRSource)
without ensuring thatregisterIncludes()
has been invoked. IfregisterShader()
is called beforeregisterIncludes()
, it may lead to missing shader includes and runtime errors. To prevent this, consider invokingregisterIncludes()
at the beginning ofregisterShader()
.Apply this diff to fix the issue:
export function registerShader() { + registerIncludes(); if (shaderRegistered) return; Shader.create(PBRSource); shaderRegistered = true; }
📝 Committable suggestion