diff --git a/examples/jsm/csm/CSMShader.js b/examples/jsm/csm/CSMShader.js index 546c2fa9e63cc8..a1611f2885d960 100644 --- a/examples/jsm/csm/CSMShader.js +++ b/examples/jsm/csm/CSMShader.js @@ -2,20 +2,20 @@ import { ShaderChunk } from 'three'; const CSMShader = { lights_fragment_begin: /* glsl */` -GeometricContext geometry; +vec3 geometryPosition = - vViewPosition; +vec3 geometryNormal = normal; +vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); -geometry.position = - vViewPosition; -geometry.normal = normal; -geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); +vec3 geometryClearcoatNormal; #ifdef USE_CLEARCOAT - geometry.clearcoatNormal = clearcoatNormal; + geometryClearcoatNormal = clearcoatNormal; #endif #ifdef USE_IRIDESCENCE - float dotNVi = saturate( dot( normal, geometry.viewDir ) ); + float dotNVi = saturate( dot( normal, geometryViewDir ) ); if ( material.iridescenceThickness == 0.0 ) { material.iridescence = 0.0; } else { @@ -42,14 +42,14 @@ IncidentLight directLight; pointLight = pointLights[ i ]; - getPointLightInfo( pointLight, geometry, directLight ); + getPointLightInfo( pointLight, geometryPosition, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) pointLightShadow = pointLightShadows[ i ]; directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -72,7 +72,7 @@ IncidentLight directLight; spotLight = spotLights[ i ]; - getSpotLightInfo( spotLight, geometry, directLight ); + getSpotLightInfo( spotLight, geometryPosition, directLight ); // spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none] #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) @@ -96,7 +96,7 @@ IncidentLight directLight; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -123,7 +123,7 @@ IncidentLight directLight; for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; - getDirectionalLightInfo( directionalLight, geometry, directLight ); + getDirectionalLightInfo( directionalLight, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) // NOTE: Depth gets larger away from the camera. @@ -147,7 +147,7 @@ IncidentLight directLight; directLight.color = mix( prevColor, directLight.color, shouldFadeLastCascade ? ratio : 1.0 ); ReflectedLight prevLight = reflectedLight; - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); bool shouldBlend = UNROLLED_LOOP_INDEX != CSM_CASCADES - 1 || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1 && linearDepth < cascadeCenter; float blendRatio = shouldBlend ? ratio : 1.0; @@ -168,14 +168,14 @@ IncidentLight directLight; for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { directionalLight = directionalLights[ i ]; - getDirectionalLightInfo( directionalLight, geometry, directLight ); + getDirectionalLightInfo( directionalLight, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y) directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; - if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometry, material, reflectedLight ); + if(linearDepth >= CSM_cascades[UNROLLED_LOOP_INDEX].x && (linearDepth < CSM_cascades[UNROLLED_LOOP_INDEX].y || UNROLLED_LOOP_INDEX == CSM_CASCADES - 1)) RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); #endif @@ -192,9 +192,9 @@ IncidentLight directLight; directionalLight = directionalLights[ i ]; - getDirectionalLightInfo( directionalLight, geometry, directLight ); + getDirectionalLightInfo( directionalLight, directLight ); - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -216,14 +216,14 @@ IncidentLight directLight; directionalLight = directionalLights[ i ]; - getDirectionalLightInfo( directionalLight, geometry, directLight ); + getDirectionalLightInfo( directionalLight, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -238,7 +238,7 @@ IncidentLight directLight; for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { rectAreaLight = rectAreaLights[ i ]; - RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); + RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -253,7 +253,7 @@ IncidentLight directLight; #if defined( USE_LIGHT_PROBES ) - irradiance += getLightProbeIrradiance( lightProbe, geometry.normal ); + irradiance += getLightProbeIrradiance( lightProbe, geometryNormal ); #endif @@ -262,7 +262,7 @@ IncidentLight directLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { - irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); } #pragma unroll_loop_end diff --git a/examples/jsm/materials/MeshGouraudMaterial.js b/examples/jsm/materials/MeshGouraudMaterial.js index b30f8697940ce3..21758cf43cd2d1 100644 --- a/examples/jsm/materials/MeshGouraudMaterial.js +++ b/examples/jsm/materials/MeshGouraudMaterial.js @@ -74,15 +74,11 @@ const GouraudShader = { vec3 diffuse = vec3( 1.0 ); - GeometricContext geometry; - geometry.position = mvPosition.xyz; - geometry.normal = normalize( transformedNormal ); - geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); + vec3 geometryPosition = mvPosition.xyz; + vec3 geometryNormal = normalize( transformedNormal ); + vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); - GeometricContext backGeometry; - backGeometry.position = geometry.position; - backGeometry.normal = -geometry.normal; - backGeometry.viewDir = geometry.viewDir; + vec3 backGeometryNormal = - geometryNormal; vLightFront = vec3( 0.0 ); vIndirectFront = vec3( 0.0 ); @@ -99,7 +95,7 @@ const GouraudShader = { #if defined( USE_LIGHT_PROBES ) - vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal ); + vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal ); #endif @@ -109,7 +105,7 @@ const GouraudShader = { #if defined( USE_LIGHT_PROBES ) - vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal ); + vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal ); #endif @@ -120,9 +116,9 @@ const GouraudShader = { #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { - getPointLightInfo( pointLights[ i ], geometry, directLight ); + getPointLightInfo( pointLights[ i ], geometryPosition, directLight ); - dotNL = dot( geometry.normal, directLight.direction ); + dotNL = dot( geometryNormal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; @@ -143,9 +139,9 @@ const GouraudShader = { #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { - getSpotLightInfo( spotLights[ i ], geometry, directLight ); + getSpotLightInfo( spotLights[ i ], geometryPosition, directLight ); - dotNL = dot( geometry.normal, directLight.direction ); + dotNL = dot( geometryNormal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; @@ -165,9 +161,9 @@ const GouraudShader = { #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { - getDirectionalLightInfo( directionalLights[ i ], geometry, directLight ); + getDirectionalLightInfo( directionalLights[ i ], directLight ); - dotNL = dot( geometry.normal, directLight.direction ); + dotNL = dot( geometryNormal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; @@ -188,11 +184,11 @@ const GouraudShader = { #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { - vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); + vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); #ifdef DOUBLE_SIDED - vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal ); + vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal ); #endif diff --git a/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js b/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js index 4539f1a0b1c5bd..33ec3255613f32 100644 --- a/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js +++ b/examples/jsm/renderers/webgl-legacy/nodes/WebGLNodeBuilder.js @@ -220,7 +220,7 @@ class WebGLNodeBuilder extends NodeBuilder { this.addSlot( 'fragment', new SlotNode( { node: material.clearcoatNormalNode, nodeType: 'vec3', - source: 'vec3 clearcoatNormal = geometryNormal;', + source: 'vec3 clearcoatNormal = nonPerturbedNormal;', target: 'vec3 clearcoatNormal = %RESULT%;' } ) ); diff --git a/examples/jsm/shaders/MMDToonShader.js b/examples/jsm/shaders/MMDToonShader.js index 9a41cbf3477a04..7c8a3cff0dd2f9 100644 --- a/examples/jsm/shaders/MMDToonShader.js +++ b/examples/jsm/shaders/MMDToonShader.js @@ -27,17 +27,17 @@ struct BlinnPhongMaterial { }; -void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { +void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { - vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color; + vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); - reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength; + reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength; } -void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { +void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); diff --git a/examples/jsm/shaders/SubsurfaceScatteringShader.js b/examples/jsm/shaders/SubsurfaceScatteringShader.js index b522d1fb0630b1..9f41f316efbafd 100644 --- a/examples/jsm/shaders/SubsurfaceScatteringShader.js +++ b/examples/jsm/shaders/SubsurfaceScatteringShader.js @@ -57,10 +57,10 @@ const SubsurfaceScatteringShader = { 'uniform float thicknessAttenuation;', 'uniform vec3 thicknessColor;', - 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in GeometricContext geometry, inout ReflectedLight reflectedLight) {', + 'void RE_Direct_Scattering(const in IncidentLight directLight, const in vec2 uv, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, inout ReflectedLight reflectedLight) {', ' vec3 thickness = thicknessColor * texture2D(thicknessMap, uv).r;', - ' vec3 scatteringHalf = normalize(directLight.direction + (geometry.normal * thicknessDistortion));', - ' float scatteringDot = pow(saturate(dot(geometry.viewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', + ' vec3 scatteringHalf = normalize(directLight.direction + (geometryNormal * thicknessDistortion));', + ' float scatteringDot = pow(saturate(dot(geometryViewDir, -scatteringHalf)), thicknessPower) * thicknessScale;', ' vec3 scatteringIllu = (scatteringDot + thicknessAmbient) * thickness;', ' reflectedLight.directDiffuse += scatteringIllu * thicknessAttenuation * directLight.color;', '}', @@ -69,12 +69,12 @@ const SubsurfaceScatteringShader = { replaceAll( ShaderChunk[ 'lights_fragment_begin' ], - 'RE_Direct( directLight, geometry, material, reflectedLight );', + 'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );', [ - 'RE_Direct( directLight, geometry, material, reflectedLight );', + 'RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );', '#if defined( SUBSURFACE ) && defined( USE_UV )', - ' RE_Direct_Scattering(directLight, vUv, geometry, reflectedLight);', + ' RE_Direct_Scattering(directLight, vUv, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, reflectedLight);', '#endif', ].join( '\n' ) ), diff --git a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js index 8fdac363da1196..48e6bf24e546a4 100644 --- a/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js @@ -8,7 +8,7 @@ export default /* glsl */` #if defined( USE_ENVMAP ) && defined( STANDARD ) - float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); + float dotNV = saturate( dot( geometryNormal, geometryViewDir ) ); reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness ); diff --git a/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js b/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js index 52afe6c4b3c95f..7f4b53b4341377 100644 --- a/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js +++ b/src/renderers/shaders/ShaderChunk/clearcoat_normal_fragment_begin.glsl.js @@ -1,7 +1,7 @@ export default /* glsl */` #ifdef USE_CLEARCOAT - vec3 clearcoatNormal = geometryNormal; + vec3 clearcoatNormal = nonPerturbedNormal; #endif `; diff --git a/src/renderers/shaders/ShaderChunk/common.glsl.js b/src/renderers/shaders/ShaderChunk/common.glsl.js index 0293804759115b..eb708322636824 100644 --- a/src/renderers/shaders/ShaderChunk/common.glsl.js +++ b/src/renderers/shaders/ShaderChunk/common.glsl.js @@ -52,15 +52,6 @@ struct ReflectedLight { vec3 indirectSpecular; }; -struct GeometricContext { - vec3 position; - vec3 normal; - vec3 viewDir; -#ifdef USE_CLEARCOAT - vec3 clearcoatNormal; -#endif -}; - #ifdef USE_ALPHAHASH varying vec3 vPosition; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js b/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js index ce50879412444a..4839e63704cc27 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_begin.glsl.js @@ -13,21 +13,21 @@ export default /* glsl */` * - Add diffuse light probe (irradiance cubemap) support. */ -GeometricContext geometry; +vec3 geometryPosition = - vViewPosition; +vec3 geometryNormal = normal; +vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); -geometry.position = - vViewPosition; -geometry.normal = normal; -geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition ); +vec3 geometryClearcoatNormal; #ifdef USE_CLEARCOAT - geometry.clearcoatNormal = clearcoatNormal; + geometryClearcoatNormal = clearcoatNormal; #endif #ifdef USE_IRIDESCENCE - float dotNVi = saturate( dot( normal, geometry.viewDir ) ); + float dotNVi = saturate( dot( normal, geometryViewDir ) ); if ( material.iridescenceThickness == 0.0 ) { @@ -64,14 +64,14 @@ IncidentLight directLight; pointLight = pointLights[ i ]; - getPointLightInfo( pointLight, geometry, directLight ); + getPointLightInfo( pointLight, geometryPosition, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) pointLightShadow = pointLightShadows[ i ]; directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -94,7 +94,7 @@ IncidentLight directLight; spotLight = spotLights[ i ]; - getSpotLightInfo( spotLight, geometry, directLight ); + getSpotLightInfo( spotLight, geometryPosition, directLight ); // spot lights are ordered [shadows with maps, shadows without maps, maps without shadows, none] #if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS ) @@ -119,7 +119,7 @@ IncidentLight directLight; directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -138,14 +138,14 @@ IncidentLight directLight; directionalLight = directionalLights[ i ]; - getDirectionalLightInfo( directionalLight, geometry, directLight ); + getDirectionalLightInfo( directionalLight, directLight ); #if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS ) directionalLightShadow = directionalLightShadows[ i ]; directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0; #endif - RE_Direct( directLight, geometry, material, reflectedLight ); + RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -160,7 +160,7 @@ IncidentLight directLight; for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) { rectAreaLight = rectAreaLights[ i ]; - RE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight ); + RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); } #pragma unroll_loop_end @@ -175,7 +175,7 @@ IncidentLight directLight; #if defined( USE_LIGHT_PROBES ) - irradiance += getLightProbeIrradiance( lightProbe, geometry.normal ); + irradiance += getLightProbeIrradiance( lightProbe, geometryNormal ); #endif @@ -184,7 +184,7 @@ IncidentLight directLight; #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { - irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); + irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); } #pragma unroll_loop_end diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js index fc0b5ebc7e82d4..ab1042169de3d9 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js @@ -1,13 +1,13 @@ export default /* glsl */` #if defined( RE_IndirectDiffuse ) - RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight ); + RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); #endif #if defined( RE_IndirectSpecular ) - RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight ); + RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight ); #endif `; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js index 714c7e7a817ae1..96b92f5cd908ae 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js @@ -12,7 +12,7 @@ export default /* glsl */` #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) - iblIrradiance += getIBLIrradiance( geometry.normal ); + iblIrradiance += getIBLIrradiance( geometryNormal ); #endif @@ -22,17 +22,17 @@ export default /* glsl */` #ifdef USE_ANISOTROPY - radiance += getIBLAnisotropyRadiance( geometry.viewDir, geometry.normal, material.roughness, material.anisotropyB, material.anisotropy ); + radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy ); #else - radiance += getIBLRadiance( geometry.viewDir, geometry.normal, material.roughness ); + radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness ); #endif #ifdef USE_CLEARCOAT - clearcoatRadiance += getIBLRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness ); + clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness ); #endif diff --git a/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js index 2e1c4e7ac68e9b..d70d7baf3649c5 100644 --- a/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_lambert_pars_fragment.glsl.js @@ -8,16 +8,16 @@ struct LambertMaterial { }; -void RE_Direct_Lambert( const in IncidentLight directLight, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { +void RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { - float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } -void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in GeometricContext geometry, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { +void RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); diff --git a/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js b/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js index 0c7c2487468d2b..3c2bb6733eada0 100644 --- a/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_pars_begin.glsl.js @@ -99,7 +99,7 @@ float getSpotAttenuation( const in float coneCosine, const in float penumbraCosi uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ]; - void getDirectionalLightInfo( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight light ) { + void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) { light.color = directionalLight.color; light.direction = directionalLight.direction; @@ -122,9 +122,9 @@ float getSpotAttenuation( const in float coneCosine, const in float penumbraCosi uniform PointLight pointLights[ NUM_POINT_LIGHTS ]; // light is an out parameter as having it as a return value caused compiler errors on some devices - void getPointLightInfo( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight light ) { + void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) { - vec3 lVector = pointLight.position - geometry.position; + vec3 lVector = pointLight.position - geometryPosition; light.direction = normalize( lVector ); @@ -154,9 +154,9 @@ float getSpotAttenuation( const in float coneCosine, const in float penumbraCosi uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ]; // light is an out parameter as having it as a return value caused compiler errors on some devices - void getSpotLightInfo( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight light ) { + void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) { - vec3 lVector = spotLight.position - geometry.position; + vec3 lVector = spotLight.position - geometryPosition; light.direction = normalize( lVector ); diff --git a/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js index 47669570e8a718..ea2b2c9881c017 100644 --- a/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl.js @@ -10,18 +10,18 @@ struct BlinnPhongMaterial { }; -void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { +void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { - float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); - reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometry.viewDir, geometry.normal, material.specularColor, material.specularShininess ) * material.specularStrength; + reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength; } -void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { +void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js index c0c1a5a56f441d..aa084916c5f973 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl.js @@ -2,7 +2,7 @@ export default /* glsl */` PhysicalMaterial material; material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor ); -vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) ); +vec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) ); float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z ); material.roughness = max( roughnessFactor, 0.0525 );// 0.0525 corresponds to the base mip of a 256 cubemap. diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js index 2a7bf454cd55c2..7c79840bc8af18 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js @@ -433,11 +433,11 @@ void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const #if NUM_RECT_AREA_LIGHTS > 0 - void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { - vec3 normal = geometry.normal; - vec3 viewDir = geometry.viewDir; - vec3 position = geometry.position; + vec3 normal = geometryNormal; + vec3 viewDir = geometryViewDir; + vec3 position = geometryPosition; vec3 lightPos = rectAreaLight.position; vec3 halfWidth = rectAreaLight.halfWidth; vec3 halfHeight = rectAreaLight.halfHeight; @@ -473,50 +473,50 @@ void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const #endif -void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { +void RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { - float dotNL = saturate( dot( geometry.normal, directLight.direction ) ); + float dotNL = saturate( dot( geometryNormal, directLight.direction ) ); vec3 irradiance = dotNL * directLight.color; #ifdef USE_CLEARCOAT - float dotNLcc = saturate( dot( geometry.clearcoatNormal, directLight.direction ) ); + float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) ); vec3 ccIrradiance = dotNLcc * directLight.color; - clearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometry.viewDir, geometry.clearcoatNormal, material ); + clearcoatSpecular += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material ); #endif #ifdef USE_SHEEN - sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenColor, material.sheenRoughness ); + sheenSpecular += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness ); #endif - reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometry.viewDir, geometry.normal, material ); + reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material ); reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } -void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { +void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } -void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { +void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) { #ifdef USE_CLEARCOAT - clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometry.clearcoatNormal, geometry.viewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); + clearcoatSpecular += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness ); #endif #ifdef USE_SHEEN - sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometry.normal, geometry.viewDir, material.sheenRoughness ); + sheenSpecular += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ); #endif @@ -528,11 +528,11 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia #ifdef USE_IRIDESCENCE - computeMultiscatteringIridescence( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering ); + computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering ); #else - computeMultiscattering( geometry.normal, geometry.viewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering ); + computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering ); #endif diff --git a/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js index f0e7583fd85f4f..170694de469407 100644 --- a/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_toon_pars_fragment.glsl.js @@ -7,15 +7,15 @@ struct ToonMaterial { }; -void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { +void RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { - vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color; + vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color; reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); } -void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { +void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) { reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor ); diff --git a/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js b/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js index 598bb53ff7f9eb..6d661270f036ae 100644 --- a/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js +++ b/src/renderers/shaders/ShaderChunk/normal_fragment_begin.glsl.js @@ -71,6 +71,6 @@ float faceDirection = gl_FrontFacing ? 1.0 : - 1.0; // non perturbed normal for clearcoat among others -vec3 geometryNormal = normal; +vec3 nonPerturbedNormal = normal; `; diff --git a/src/renderers/shaders/ShaderLib/meshphysical.glsl.js b/src/renderers/shaders/ShaderLib/meshphysical.glsl.js index 2c40a77f065caf..a3acad519f3938 100644 --- a/src/renderers/shaders/ShaderLib/meshphysical.glsl.js +++ b/src/renderers/shaders/ShaderLib/meshphysical.glsl.js @@ -203,7 +203,7 @@ void main() { #ifdef USE_CLEARCOAT - float dotNVcc = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) ); + float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) ); vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );