export default /* glsl */` #ifdef ENVMAP_TYPE_CUBE_UV #define cubeUV_minMipLevel 4.0 #define cubeUV_minTileSize 16.0 // These shader functions convert between the UV coordinates of a single face of // a cubemap, the 0-5 integer index of a cube face, and the direction vector for // sampling a textureCube (not generally normalized ). float getFace( vec3 direction ) { vec3 absDirection = abs( direction ); float face = - 1.0; if ( absDirection.x > absDirection.z ) { if ( absDirection.x > absDirection.y ) face = direction.x > 0.0 ? 0.0 : 3.0; else face = direction.y > 0.0 ? 1.0 : 4.0; } else { if ( absDirection.z > absDirection.y ) face = direction.z > 0.0 ? 2.0 : 5.0; else face = direction.y > 0.0 ? 1.0 : 4.0; } return face; } // RH coordinate system; PMREM face-indexing convention vec2 getUV( vec3 direction, float face ) { vec2 uv; if ( face == 0.0 ) { uv = vec2( direction.z, direction.y ) / abs( direction.x ); // pos x } else if ( face == 1.0 ) { uv = vec2( - direction.x, - direction.z ) / abs( direction.y ); // pos y } else if ( face == 2.0 ) { uv = vec2( - direction.x, direction.y ) / abs( direction.z ); // pos z } else if ( face == 3.0 ) { uv = vec2( - direction.z, direction.y ) / abs( direction.x ); // neg x } else if ( face == 4.0 ) { uv = vec2( - direction.x, direction.z ) / abs( direction.y ); // neg y } else { uv = vec2( direction.x, direction.y ) / abs( direction.z ); // neg z } return 0.5 * ( uv + 1.0 ); } vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) { float face = getFace( direction ); float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 ); mipInt = max( mipInt, cubeUV_minMipLevel ); float faceSize = exp2( mipInt ); highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0; // #25071 if ( face > 2.0 ) { uv.y += faceSize; face -= 3.0; } uv.x += face * faceSize; uv.x += filterInt * 3.0 * cubeUV_minTileSize; uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize ); uv.x *= CUBEUV_TEXEL_WIDTH; uv.y *= CUBEUV_TEXEL_HEIGHT; #ifdef texture2DGradEXT return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb; // disable anisotropic filtering #else return texture2D( envMap, uv ).rgb; #endif } // These defines must match with PMREMGenerator #define cubeUV_r0 1.0 #define cubeUV_v0 0.339 #define cubeUV_m0 - 2.0 #define cubeUV_r1 0.8 #define cubeUV_v1 0.276 #define cubeUV_m1 - 1.0 #define cubeUV_r4 0.4 #define cubeUV_v4 0.046 #define cubeUV_m4 2.0 #define cubeUV_r5 0.305 #define cubeUV_v5 0.016 #define cubeUV_m5 3.0 #define cubeUV_r6 0.21 #define cubeUV_v6 0.0038 #define cubeUV_m6 4.0 float roughnessToMip( float roughness ) { float mip = 0.0; if ( roughness >= cubeUV_r1 ) { mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0; } else if ( roughness >= cubeUV_r4 ) { mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1; } else if ( roughness >= cubeUV_r5 ) { mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4; } else if ( roughness >= cubeUV_r6 ) { mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5; } else { mip = - 2.0 * log2( 1.16 * roughness ); // 1.16 = 1.79^0.25 } return mip; } vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) { float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP ); float mipF = fract( mip ); float mipInt = floor( mip ); vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt ); if ( mipF == 0.0 ) { return vec4( color0, 1.0 ); } else { vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 ); return vec4( mix( color0, color1, mipF ), 1.0 ); } } #endif `;