289 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			289 lines
		
	
	
		
			8.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import { tslFn, int, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
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								import { cos, sin, abs, max, exp2, log2, clamp, fract, mix, floor, normalize, cross, all } from '../math/MathNode.js';
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								import { mul } from '../math/OperatorNode.js';
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								import { cond } from '../math/CondNode.js';
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								import { loop, Break } from '../utils/LoopNode.js';
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								// These defines must match with PMREMGenerator
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								const cubeUV_r0 = float( 1.0 );
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								const cubeUV_m0 = float( - 2.0 );
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								const cubeUV_r1 = float( 0.8 );
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								const cubeUV_m1 = float( - 1.0 );
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								const cubeUV_r4 = float( 0.4 );
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								const cubeUV_m4 = float( 2.0 );
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								const cubeUV_r5 = float( 0.305 );
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								const cubeUV_m5 = float( 3.0 );
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								const cubeUV_r6 = float( 0.21 );
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								const cubeUV_m6 = float( 4.0 );
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								const cubeUV_minMipLevel = float( 4.0 );
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								const cubeUV_minTileSize = float( 16.0 );
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								// These shader functions convert between the UV coordinates of a single face of
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								// a cubemap, the 0-5 integer index of a cube face, and the direction vector for
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								// sampling a textureCube (not generally normalized ).
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								const getFace = tslFn( ( [ direction ] ) => {
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									const absDirection = vec3( abs( direction ) ).toVar();
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									const face = float( - 1.0 ).toVar();
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									If( absDirection.x.greaterThan( absDirection.z ), () => {
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										If( absDirection.x.greaterThan( absDirection.y ), () => {
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											face.assign( cond( direction.x.greaterThan( 0.0 ), 0.0, 3.0 ) );
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										} ).else( () => {
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											face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
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										} );
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									} ).else( () => {
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										If( absDirection.z.greaterThan( absDirection.y ), () => {
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											face.assign( cond( direction.z.greaterThan( 0.0 ), 2.0, 5.0 ) );
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										} ).else( () => {
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											face.assign( cond( direction.y.greaterThan( 0.0 ), 1.0, 4.0 ) );
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										} );
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									} );
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									return face;
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								} ).setLayout( {
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									name: 'getFace',
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									type: 'float',
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									inputs: [
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										{ name: 'direction', type: 'vec3' }
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									]
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								} );
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								// RH coordinate system; PMREM face-indexing convention
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								const getUV = tslFn( ( [ direction, face ] ) => {
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									const uv = vec2().toVar();
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									If( face.equal( 0.0 ), () => {
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										uv.assign( vec2( direction.z, direction.y ).div( abs( direction.x ) ) ); // pos x
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									} ).elseif( face.equal( 1.0 ), () => {
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										uv.assign( vec2( direction.x.negate(), direction.z.negate() ).div( abs( direction.y ) ) ); // pos y
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									} ).elseif( face.equal( 2.0 ), () => {
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										uv.assign( vec2( direction.x.negate(), direction.y ).div( abs( direction.z ) ) ); // pos z
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									} ).elseif( face.equal( 3.0 ), () => {
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										uv.assign( vec2( direction.z.negate(), direction.y ).div( abs( direction.x ) ) ); // neg x
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									} ).elseif( face.equal( 4.0 ), () => {
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										uv.assign( vec2( direction.x.negate(), direction.z ).div( abs( direction.y ) ) ); // neg y
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									} ).else( () => {
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										uv.assign( vec2( direction.x, direction.y ).div( abs( direction.z ) ) ); // neg z
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									} );
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									return mul( 0.5, uv.add( 1.0 ) );
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								} ).setLayout( {
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									name: 'getUV',
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									type: 'vec2',
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									inputs: [
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										{ name: 'direction', type: 'vec3' },
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										{ name: 'face', type: 'float' }
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									]
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								} );
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								const roughnessToMip = tslFn( ( [ roughness ] ) => {
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									const mip = float( 0.0 ).toVar();
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									If( roughness.greaterThanEqual( cubeUV_r1 ), () => {
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										mip.assign( cubeUV_r0.sub( roughness ).mul( cubeUV_m1.sub( cubeUV_m0 ) ).div( cubeUV_r0.sub( cubeUV_r1 ) ).add( cubeUV_m0 ) );
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									} ).elseif( roughness.greaterThanEqual( cubeUV_r4 ), () => {
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										mip.assign( cubeUV_r1.sub( roughness ).mul( cubeUV_m4.sub( cubeUV_m1 ) ).div( cubeUV_r1.sub( cubeUV_r4 ) ).add( cubeUV_m1 ) );
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									} ).elseif( roughness.greaterThanEqual( cubeUV_r5 ), () => {
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										mip.assign( cubeUV_r4.sub( roughness ).mul( cubeUV_m5.sub( cubeUV_m4 ) ).div( cubeUV_r4.sub( cubeUV_r5 ) ).add( cubeUV_m4 ) );
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									} ).elseif( roughness.greaterThanEqual( cubeUV_r6 ), () => {
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										mip.assign( cubeUV_r5.sub( roughness ).mul( cubeUV_m6.sub( cubeUV_m5 ) ).div( cubeUV_r5.sub( cubeUV_r6 ) ).add( cubeUV_m5 ) );
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									} ).else( () => {
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										mip.assign( float( - 2.0 ).mul( log2( mul( 1.16, roughness ) ) ) ); // 1.16 = 1.79^0.25
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									} );
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									return mip;
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								} ).setLayout( {
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									name: 'roughnessToMip',
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									type: 'float',
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									inputs: [
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										{ name: 'roughness', type: 'float' }
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									]
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								} );
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								// RH coordinate system; PMREM face-indexing convention
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								export const getDirection = tslFn( ( [ uv_immutable, face ] ) => {
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									const uv = uv_immutable.toVar();
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									uv.assign( mul( 2.0, uv ).sub( 1.0 ) );
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									const direction = vec3( uv, 1.0 ).toVar();
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									If( face.equal( 0.0 ), () => {
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										direction.assign( direction.zyx ); // ( 1, v, u ) pos x
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									} ).elseif( face.equal( 1.0 ), () => {
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										direction.assign( direction.xzy );
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										direction.xz.mulAssign( - 1.0 ); // ( -u, 1, -v ) pos y
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									} ).elseif( face.equal( 2.0 ), () => {
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										direction.x.mulAssign( - 1.0 ); // ( -u, v, 1 ) pos z
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									} ).elseif( face.equal( 3.0 ), () => {
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										direction.assign( direction.zyx );
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										direction.xz.mulAssign( - 1.0 ); // ( -1, v, -u ) neg x
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									} ).elseif( face.equal( 4.0 ), () => {
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										direction.assign( direction.xzy );
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										direction.xy.mulAssign( - 1.0 ); // ( -u, -1, v ) neg y
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									} ).elseif( face.equal( 5.0 ), () => {
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										direction.z.mulAssign( - 1.0 ); // ( u, v, -1 ) neg zS
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									} );
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									return direction;
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								} ).setLayout( {
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									name: 'getDirection',
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									type: 'vec3',
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									inputs: [
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										{ name: 'uv', type: 'vec2' },
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										{ name: 'face', type: 'float' }
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									]
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								} );
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								//
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								export const textureCubeUV = tslFn( ( [ envMap, sampleDir_immutable, roughness_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
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									const roughness = float( roughness_immutable );
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									const sampleDir = vec3( sampleDir_immutable );
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									const mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );
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									const mipF = fract( mip );
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									const mipInt = floor( mip );
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									const color0 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
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									If( mipF.notEqual( 0.0 ), () => {
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										const color1 = vec3( bilinearCubeUV( envMap, sampleDir, mipInt.add( 1.0 ), CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ) ).toVar();
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										color0.assign( mix( color0, color1, mipF ) );
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									} );
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									return color0;
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								} );
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								const bilinearCubeUV = tslFn( ( [ envMap, direction_immutable, mipInt_immutable, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP ] ) => {
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									const mipInt = float( mipInt_immutable ).toVar();
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									const direction = vec3( direction_immutable );
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									const face = float( getFace( direction ) ).toVar();
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									const filterInt = float( max( cubeUV_minMipLevel.sub( mipInt ), 0.0 ) ).toVar();
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									mipInt.assign( max( mipInt, cubeUV_minMipLevel ) );
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									const faceSize = float( exp2( mipInt ) ).toVar();
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									const uv = vec2( getUV( direction, face ).mul( faceSize.sub( 2.0 ) ).add( 1.0 ) ).toVar();
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									If( face.greaterThan( 2.0 ), () => {
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										uv.y.addAssign( faceSize );
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										face.subAssign( 3.0 );
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									} );
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									uv.x.addAssign( face.mul( faceSize ) );
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									uv.x.addAssign( filterInt.mul( mul( 3.0, cubeUV_minTileSize ) ) );
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									uv.y.addAssign( mul( 4.0, exp2( CUBEUV_MAX_MIP ).sub( faceSize ) ) );
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									uv.x.mulAssign( CUBEUV_TEXEL_WIDTH );
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									uv.y.mulAssign( CUBEUV_TEXEL_HEIGHT );
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									return envMap.uv( uv ).grad( vec2(), vec2() ); // disable anisotropic filtering
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								} );
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								const getSample = tslFn( ( { envMap, mipInt, outputDirection, theta, axis, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
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									const cosTheta = cos( theta );
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									// Rodrigues' axis-angle rotation
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									const sampleDirection = outputDirection.mul( cosTheta )
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										.add( axis.cross( outputDirection ).mul( sin( theta ) ) )
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										.add( axis.mul( axis.dot( outputDirection ).mul( cosTheta.oneMinus() ) ) );
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									return bilinearCubeUV( envMap, sampleDirection, mipInt, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP );
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								} );
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								export const blur = tslFn( ( { n, latitudinal, poleAxis, outputDirection, weights, samples, dTheta, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) => {
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									const axis = vec3( cond( latitudinal, poleAxis, cross( poleAxis, outputDirection ) ) ).toVar();
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									If( all( axis.equals( vec3( 0.0 ) ) ), () => {
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										axis.assign( vec3( outputDirection.z, 0.0, outputDirection.x.negate() ) );
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								 | 
							
									} );
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								 | 
							
								
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									axis.assign( normalize( axis ) );
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								 | 
							
								
							 | 
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								 | 
							
									const gl_FragColor = vec3().toVar();
							 | 
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								 | 
							
									gl_FragColor.addAssign( weights.element( int( 0 ) ).mul( getSample( { theta: 0.0, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
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								 | 
							
								
							 | 
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								 | 
							
									loop( { start: int( 1 ), end: n }, ( { i } ) => {
							 | 
						||
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								 | 
							
								
							 | 
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								 | 
							
										If( i.greaterThanEqual( samples ), () => {
							 | 
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								 | 
							
								
							 | 
						||
| 
								 | 
							
											Break();
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
										} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const theta = float( dTheta.mul( float( i ) ) ).toVar();
							 | 
						||
| 
								 | 
							
										gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta: theta.mul( - 1.0 ), axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
							 | 
						||
| 
								 | 
							
										gl_FragColor.addAssign( weights.element( i ).mul( getSample( { theta, axis, outputDirection, mipInt, envMap, CUBEUV_TEXEL_WIDTH, CUBEUV_TEXEL_HEIGHT, CUBEUV_MAX_MIP } ) ) );
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
									} );
							 | 
						||
| 
								 | 
							
								
							 | 
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| 
								 | 
							
									return vec4( gl_FragColor, 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								} );
							 |