// Do not edit.
import { ShaderStore } from "../../Engines/shaderStore.js";
const name = "pbrBlockClearcoat";
const shader = `struct clearcoatOutParams
{
vec3 specularEnvironmentR0;
float conservationFactor;
vec3 clearCoatNormalW;
vec2 clearCoatAARoughnessFactors;
float clearCoatIntensity;
float clearCoatRoughness;
#ifdef REFLECTION
vec3 finalClearCoatRadianceScaled;
#endif
#ifdef CLEARCOAT_TINT
vec3 absorption;
float clearCoatNdotVRefract;
vec3 clearCoatColor;
float clearCoatThickness;
#endif
#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)
vec3 energyConservationFactorClearCoat;
#endif
#if DEBUGMODE>0
mat3 TBNClearCoat;
vec2 clearCoatMapData;
vec4 clearCoatTintMapData;
vec4 environmentClearCoatRadiance;
float clearCoatNdotV;
vec3 clearCoatEnvironmentReflectance;
#endif
};
#ifdef CLEARCOAT
#define pbr_inline
#define inline
void clearcoatBlock(
in vec3 vPositionW,
in vec3 geometricNormalW,
in vec3 viewDirectionW,
in vec2 vClearCoatParams,
#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)
in vec4 clearCoatMapRoughnessData,
#endif
in vec3 specularEnvironmentR0,
#ifdef CLEARCOAT_TEXTURE
in vec2 clearCoatMapData,
#endif
#ifdef CLEARCOAT_TINT
in vec4 vClearCoatTintParams,
in float clearCoatColorAtDistance,
in vec4 vClearCoatRefractionParams,
#ifdef CLEARCOAT_TINT_TEXTURE
in vec4 clearCoatTintMapData,
#endif
#endif
#ifdef CLEARCOAT_BUMP
in vec2 vClearCoatBumpInfos,
in vec4 clearCoatBumpMapData,
in vec2 vClearCoatBumpUV,
#if defined(TANGENT) && defined(NORMAL)
in mat3 vTBN,
#else
in vec2 vClearCoatTangentSpaceParams,
#endif
#ifdef OBJECTSPACE_NORMALMAP
in mat4 normalMatrix,
#endif
#endif
#if defined(FORCENORMALFORWARD) && defined(NORMAL)
in vec3 faceNormal,
#endif
#ifdef REFLECTION
in vec3 vReflectionMicrosurfaceInfos,
in vec2 vReflectionInfos,
in vec3 vReflectionColor,
in vec4 vLightingIntensity,
#ifdef REFLECTIONMAP_3D
in samplerCube reflectionSampler,
#else
in sampler2D reflectionSampler,
#endif
#ifndef LODBASEDMICROSFURACE
#ifdef REFLECTIONMAP_3D
in samplerCube reflectionSamplerLow,
in samplerCube reflectionSamplerHigh,
#else
in sampler2D reflectionSamplerLow,
in sampler2D reflectionSamplerHigh,
#endif
#endif
#ifdef REALTIME_FILTERING
in vec2 vReflectionFilteringInfo,
#endif
#endif
#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
#ifdef RADIANCEOCCLUSION
in float ambientMonochrome,
#endif
#endif
#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)
in float frontFacingMultiplier,
#endif
out clearcoatOutParams outParams
)
{
float clearCoatIntensity=vClearCoatParams.x;
float clearCoatRoughness=vClearCoatParams.y;
#ifdef CLEARCOAT_TEXTURE
clearCoatIntensity*=clearCoatMapData.x;
#ifdef CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE
clearCoatRoughness*=clearCoatMapData.y;
#endif
#if DEBUGMODE>0
outParams.clearCoatMapData=clearCoatMapData;
#endif
#endif
#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)
#ifdef CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL
clearCoatRoughness*=clearCoatMapData.y;
#else
clearCoatRoughness*=clearCoatMapRoughnessData.y;
#endif
#endif
outParams.clearCoatIntensity=clearCoatIntensity;
outParams.clearCoatRoughness=clearCoatRoughness;
#ifdef CLEARCOAT_TINT
vec3 clearCoatColor=vClearCoatTintParams.rgb;
float clearCoatThickness=vClearCoatTintParams.a;
#ifdef CLEARCOAT_TINT_TEXTURE
#ifdef CLEARCOAT_TINT_GAMMATEXTURE
clearCoatColor*=toLinearSpace(clearCoatTintMapData.rgb);
#else
clearCoatColor*=clearCoatTintMapData.rgb;
#endif
clearCoatThickness*=clearCoatTintMapData.a;
#if DEBUGMODE>0
outParams.clearCoatTintMapData=clearCoatTintMapData;
#endif
#endif
outParams.clearCoatColor=computeColorAtDistanceInMedia(clearCoatColor,clearCoatColorAtDistance);
outParams.clearCoatThickness=clearCoatThickness;
#endif
#ifdef CLEARCOAT_REMAP_F0
vec3 specularEnvironmentR0Updated=getR0RemappedForClearCoat(specularEnvironmentR0);
#else
vec3 specularEnvironmentR0Updated=specularEnvironmentR0;
#endif
outParams.specularEnvironmentR0=mix(specularEnvironmentR0,specularEnvironmentR0Updated,clearCoatIntensity);
vec3 clearCoatNormalW=geometricNormalW;
#ifdef CLEARCOAT_BUMP
#ifdef NORMALXYSCALE
float clearCoatNormalScale=1.0;
#else
float clearCoatNormalScale=vClearCoatBumpInfos.y;
#endif
#if defined(TANGENT) && defined(NORMAL)
mat3 TBNClearCoat=vTBN;
#else
vec2 TBNClearCoatUV=vClearCoatBumpUV*frontFacingMultiplier;
mat3 TBNClearCoat=cotangent_frame(clearCoatNormalW*clearCoatNormalScale,vPositionW,TBNClearCoatUV,vClearCoatTangentSpaceParams);
#endif
#if DEBUGMODE>0
outParams.TBNClearCoat=TBNClearCoat;
#endif
#ifdef OBJECTSPACE_NORMALMAP
clearCoatNormalW=normalize(clearCoatBumpMapData.xyz *2.0-1.0);
clearCoatNormalW=normalize(mat3(normalMatrix)*clearCoatNormalW);
#else
clearCoatNormalW=perturbNormal(TBNClearCoat,clearCoatBumpMapData.xyz,vClearCoatBumpInfos.y);
#endif
#endif
#if defined(FORCENORMALFORWARD) && defined(NORMAL)
clearCoatNormalW*=sign(dot(clearCoatNormalW,faceNormal));
#endif
#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)
clearCoatNormalW=clearCoatNormalW*frontFacingMultiplier;
#endif
outParams.clearCoatNormalW=clearCoatNormalW;
outParams.clearCoatAARoughnessFactors=getAARoughnessFactors(clearCoatNormalW.xyz);
float clearCoatNdotVUnclamped=dot(clearCoatNormalW,viewDirectionW);
float clearCoatNdotV=absEps(clearCoatNdotVUnclamped);
#if DEBUGMODE>0
outParams.clearCoatNdotV=clearCoatNdotV;
#endif
#ifdef CLEARCOAT_TINT
vec3 clearCoatVRefract=refract(-viewDirectionW,clearCoatNormalW,vClearCoatRefractionParams.y);
outParams.clearCoatNdotVRefract=absEps(dot(clearCoatNormalW,clearCoatVRefract));
#endif
#if defined(ENVIRONMENTBRDF) && (!defined(REFLECTIONMAP_SKYBOX) || defined(MS_BRDF_ENERGY_CONSERVATION))
vec3 environmentClearCoatBrdf=getBRDFLookup(clearCoatNdotV,clearCoatRoughness);
#endif
#if defined(REFLECTION)
float clearCoatAlphaG=convertRoughnessToAverageSlope(clearCoatRoughness);
#ifdef SPECULARAA
clearCoatAlphaG+=outParams.clearCoatAARoughnessFactors.y;
#endif
vec4 environmentClearCoatRadiance=vec4(0.,0.,0.,0.);
vec3 clearCoatReflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),clearCoatNormalW);
#ifdef REFLECTIONMAP_OPPOSITEZ
clearCoatReflectionVector.z*=-1.0;
#endif
#ifdef REFLECTIONMAP_3D
vec3 clearCoatReflectionCoords=clearCoatReflectionVector;
#else
vec2 clearCoatReflectionCoords=clearCoatReflectionVector.xy;
#ifdef REFLECTIONMAP_PROJECTION
clearCoatReflectionCoords/=clearCoatReflectionVector.z;
#endif
clearCoatReflectionCoords.y=1.0-clearCoatReflectionCoords.y;
#endif
sampleReflectionTexture(
clearCoatAlphaG,
vReflectionMicrosurfaceInfos,
vReflectionInfos,
vReflectionColor,
#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)
clearCoatNdotVUnclamped,
#endif
#ifdef LINEARSPECULARREFLECTION
clearCoatRoughness,
#endif
reflectionSampler,
clearCoatReflectionCoords,
#ifndef LODBASEDMICROSFURACE
reflectionSamplerLow,
reflectionSamplerHigh,
#endif
#ifdef REALTIME_FILTERING
vReflectionFilteringInfo,
#endif
environmentClearCoatRadiance
);
#if DEBUGMODE>0
outParams.environmentClearCoatRadiance=environmentClearCoatRadiance;
#endif
#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)
vec3 clearCoatEnvironmentReflectance=getReflectanceFromBRDFLookup(vec3(vClearCoatRefractionParams.x),environmentClearCoatBrdf);
#ifdef RADIANCEOCCLUSION
float clearCoatSeo=environmentRadianceOcclusion(ambientMonochrome,clearCoatNdotVUnclamped);
clearCoatEnvironmentReflectance*=clearCoatSeo;
#endif
#ifdef HORIZONOCCLUSION
#ifdef BUMP
#ifdef REFLECTIONMAP_3D
float clearCoatEho=environmentHorizonOcclusion(-viewDirectionW,clearCoatNormalW,geometricNormalW);
clearCoatEnvironmentReflectance*=clearCoatEho;
#endif
#endif
#endif
#else
vec3 clearCoatEnvironmentReflectance=getReflectanceFromAnalyticalBRDFLookup_Jones(clearCoatNdotV,vec3(1.),vec3(1.),sqrt(1.-clearCoatRoughness));
#endif
clearCoatEnvironmentReflectance*=clearCoatIntensity;
#if DEBUGMODE>0
outParams.clearCoatEnvironmentReflectance=clearCoatEnvironmentReflectance;
#endif
outParams.finalClearCoatRadianceScaled=
environmentClearCoatRadiance.rgb *
clearCoatEnvironmentReflectance *
vLightingIntensity.z;
#endif
#if defined(CLEARCOAT_TINT)
outParams.absorption=computeClearCoatAbsorption(outParams.clearCoatNdotVRefract,outParams.clearCoatNdotVRefract,outParams.clearCoatColor,clearCoatThickness,clearCoatIntensity);
#endif
float fresnelIBLClearCoat=fresnelSchlickGGX(clearCoatNdotV,vClearCoatRefractionParams.x,CLEARCOATREFLECTANCE90);
fresnelIBLClearCoat*=clearCoatIntensity;
outParams.conservationFactor=(1.-fresnelIBLClearCoat);
#if defined(ENVIRONMENTBRDF) && defined(MS_BRDF_ENERGY_CONSERVATION)
outParams.energyConservationFactorClearCoat=getEnergyConservationFactor(outParams.specularEnvironmentR0,environmentClearCoatBrdf);
#endif
}
#endif
`;
// Sideeffect
ShaderStore.IncludesShadersStore[name] = shader;
/** @internal */
export const pbrBlockClearcoat = { name, shader };
//# sourceMappingURL=pbrBlockClearcoat.js.map