/** * @author Emmett Lalish / elalish * * This class generates a Prefiltered, Mipmapped Radiance Environment Map * (PMREM) from a cubeMap environment texture. This allows different levels of * blur to be quickly accessed based on material roughness. It is packed into a * special CubeUV format that allows us to perform custom interpolation so that * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap * chain, it only goes down to the LOD_MIN level (above), and then creates extra * even more filtered 'mips' at the same LOD_MIN resolution, associated with * higher roughness levels. In this way we maintain resolution to smoothly * interpolate diffuse lighting while limiting sampling computation. */ import { CubeUVReflectionMapping, GammaEncoding, LinearEncoding, LinearToneMapping, NearestFilter, NoBlending, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBM16Encoding, RGBM7Encoding, UnsignedByteType, sRGBEncoding } from "../constants.js"; import { BufferAttribute } from "../core/BufferAttribute.js"; import { BufferGeometry } from "../core/BufferGeometry.js"; import { Mesh } from "../objects/Mesh.js"; import { OrthographicCamera } from "../cameras/OrthographicCamera.js"; import { PerspectiveCamera } from "../cameras/PerspectiveCamera.js"; import { RawShaderMaterial } from "../materials/RawShaderMaterial.js"; import { Scene } from "../scenes/Scene.js"; import { Vector2 } from "../math/Vector2.js"; import { Vector3 } from "../math/Vector3.js"; import { WebGLRenderTarget } from "../renderers/WebGLRenderTarget.js"; var LOD_MIN = 4; var LOD_MAX = 8; var SIZE_MAX = Math.pow( 2, LOD_MAX ); // The standard deviations (radians) associated with the extra mips. These are // chosen to approximate a Trowbridge-Reitz distribution function times the // geometric shadowing function. These sigma values squared must match the // variance #defines in cube_uv_reflection_fragment.glsl.js. var EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; var TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; // The maximum length of the blur for loop. Smaller sigmas will use fewer // samples and exit early, but not recompile the shader. var MAX_SAMPLES = 20; var ENCODINGS = { [ LinearEncoding ]: 0, [ sRGBEncoding ]: 1, [ RGBEEncoding ]: 2, [ RGBM7Encoding ]: 3, [ RGBM16Encoding ]: 4, [ RGBDEncoding ]: 5, [ GammaEncoding ]: 6 }; var _flatCamera = new OrthographicCamera(); var { _lodPlanes, _sizeLods, _sigmas } = _createPlanes(); var _oldTarget = null; // Golden Ratio var PHI = ( 1 + Math.sqrt( 5 ) ) / 2; var INV_PHI = 1 / PHI; // Vertices of a dodecahedron (except the opposites, which represent the // same axis), used as axis directions evenly spread on a sphere. var _axisDirections = [ new Vector3( 1, 1, 1 ), new Vector3( - 1, 1, 1 ), new Vector3( 1, 1, - 1 ), new Vector3( - 1, 1, - 1 ), new Vector3( 0, PHI, INV_PHI ), new Vector3( 0, PHI, - INV_PHI ), new Vector3( INV_PHI, 0, PHI ), new Vector3( - INV_PHI, 0, PHI ), new Vector3( PHI, INV_PHI, 0 ), new Vector3( - PHI, INV_PHI, 0 ) ]; function PMREMGenerator( renderer ) { this._renderer = renderer; this._pingPongRenderTarget = null; this._blurMaterial = _getBlurShader( MAX_SAMPLES ); this._equirectShader = null; this._cubemapShader = null; this._compileMaterial( this._blurMaterial ); } PMREMGenerator.prototype = { constructor: PMREMGenerator, /** * Generates a PMREM from a supplied Scene, which can be faster than using an * image if networking bandwidth is low. Optional sigma specifies a blur radius * in radians to be applied to the scene before PMREM generation. Optional near * and far planes ensure the scene is rendered in its entirety (the cubeCamera * is placed at the origin). */ fromScene: function ( scene, sigma = 0, near = 0.1, far = 100 ) { _oldTarget = this._renderer.getRenderTarget(); var cubeUVRenderTarget = this._allocateTargets(); this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); if ( sigma > 0 ) { this._blur( cubeUVRenderTarget, 0, 0, sigma ); } this._applyPMREM( cubeUVRenderTarget ); this._cleanup( cubeUVRenderTarget ); return cubeUVRenderTarget; }, /** * Generates a PMREM from an equirectangular texture, which can be either LDR * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512), * as this matches best with the 256 x 256 cubemap output. */ fromEquirectangular: function ( equirectangular ) { equirectangular.magFilter = NearestFilter; equirectangular.minFilter = NearestFilter; equirectangular.generateMipmaps = false; return this.fromCubemap( equirectangular ); }, /** * Generates a PMREM from an cubemap texture, which can be either LDR * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256, * as this matches best with the 256 x 256 cubemap output. */ fromCubemap: function ( cubemap ) { _oldTarget = this._renderer.getRenderTarget(); var cubeUVRenderTarget = this._allocateTargets( cubemap ); this._textureToCubeUV( cubemap, cubeUVRenderTarget ); this._applyPMREM( cubeUVRenderTarget ); this._cleanup( cubeUVRenderTarget ); return cubeUVRenderTarget; }, /** * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. */ compileCubemapShader: function () { if ( this._cubemapShader === null ) { this._cubemapShader = _getCubemapShader(); this._compileMaterial( this._cubemapShader ); } }, /** * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during * your texture's network fetch for increased concurrency. */ compileEquirectangularShader: function () { if ( this._equirectShader === null ) { this._equirectShader = _getEquirectShader(); this._compileMaterial( this._equirectShader ); } }, /** * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on * one of them will cause any others to also become unusable. */ dispose: function () { this._blurMaterial.dispose(); if ( this._cubemapShader !== null ) this._cubemapShader.dispose(); if ( this._equirectShader !== null ) this._equirectShader.dispose(); for ( var i = 0; i < _lodPlanes.length; i ++ ) { _lodPlanes[ i ].dispose(); } }, // private interface _cleanup: function ( outputTarget ) { this._pingPongRenderTarget.dispose(); this._renderer.setRenderTarget( _oldTarget ); outputTarget.scissorTest = false; // reset viewport and scissor outputTarget.setSize( outputTarget.width, outputTarget.height ); }, _allocateTargets: function ( equirectangular ) { var params = { magFilter: NearestFilter, minFilter: NearestFilter, generateMipmaps: false, type: UnsignedByteType, format: RGBEFormat, encoding: _isLDR( equirectangular ) ? equirectangular.encoding : RGBEEncoding, depthBuffer: false, stencilBuffer: false }; var cubeUVRenderTarget = _createRenderTarget( params ); cubeUVRenderTarget.depthBuffer = equirectangular ? false : true; this._pingPongRenderTarget = _createRenderTarget( params ); return cubeUVRenderTarget; }, _compileMaterial: function ( material ) { var tmpScene = new Scene(); tmpScene.add( new Mesh( _lodPlanes[ 0 ], material ) ); this._renderer.compile( tmpScene, _flatCamera ); }, _sceneToCubeUV: function ( scene, near, far, cubeUVRenderTarget ) { var fov = 90; var aspect = 1; var cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); var upSign = [ 1, - 1, 1, 1, 1, 1 ]; var forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; var renderer = this._renderer; var outputEncoding = renderer.outputEncoding; var toneMapping = renderer.toneMapping; var toneMappingExposure = renderer.toneMappingExposure; var clearColor = renderer.getClearColor(); var clearAlpha = renderer.getClearAlpha(); renderer.toneMapping = LinearToneMapping; renderer.toneMappingExposure = 1.0; renderer.outputEncoding = LinearEncoding; var background = scene.background; if ( background && background.isColor ) { background.convertSRGBToLinear(); // Convert linear to RGBE var maxComponent = Math.max( background.r, background.g, background.b ); var fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 ); background = background.multiplyScalar( Math.pow( 2.0, - fExp ) ); var alpha = ( fExp + 128.0 ) / 255.0; renderer.setClearColor( background, alpha ); scene.background = null; } for ( var i = 0; i < 6; i ++ ) { var col = i % 3; if ( col == 0 ) { cubeCamera.up.set( 0, upSign[ i ], 0 ); cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); } else if ( col == 1 ) { cubeCamera.up.set( 0, 0, upSign[ i ] ); cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); } else { cubeCamera.up.set( 0, upSign[ i ], 0 ); cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); } _setViewport( cubeUVRenderTarget, col * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX ); renderer.setRenderTarget( cubeUVRenderTarget ); renderer.render( scene, cubeCamera ); } renderer.toneMapping = toneMapping; renderer.toneMappingExposure = toneMappingExposure; renderer.outputEncoding = outputEncoding; renderer.setClearColor( clearColor, clearAlpha ); }, _textureToCubeUV: function ( texture, cubeUVRenderTarget ) { var scene = new Scene(); var renderer = this._renderer; if ( texture.isCubeTexture ) { if ( this._cubemapShader == null ) { this._cubemapShader = _getCubemapShader(); } } else { if ( this._equirectShader == null ) { this._equirectShader = _getEquirectShader(); } } var material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader; scene.add( new Mesh( _lodPlanes[ 0 ], material ) ); var uniforms = material.uniforms; uniforms[ 'envMap' ].value = texture; if ( ! texture.isCubeTexture ) { uniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height ); } uniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ]; uniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ]; _setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX ); renderer.setRenderTarget( cubeUVRenderTarget ); renderer.render( scene, _flatCamera ); }, _applyPMREM: function ( cubeUVRenderTarget ) { var renderer = this._renderer; var autoClear = renderer.autoClear; renderer.autoClear = false; for ( var i = 1; i < TOTAL_LODS; i ++ ) { var sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] ); var poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); } renderer.autoClear = autoClear; }, /** * This is a two-pass Gaussian blur for a cubemap. Normally this is done * vertically and horizontally, but this breaks down on a cube. Here we apply * the blur latitudinally (around the poles), and then longitudinally (towards * the poles) to approximate the orthogonally-separable blur. It is least * accurate at the poles, but still does a decent job. */ _blur: function ( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { var pingPongRenderTarget = this._pingPongRenderTarget; this._halfBlur( cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, 'latitudinal', poleAxis ); this._halfBlur( pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, 'longitudinal', poleAxis ); }, _halfBlur: function ( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { var renderer = this._renderer; var blurMaterial = this._blurMaterial; if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { console.error( 'blur direction must be either latitudinal or longitudinal!' ); } // Number of standard deviations at which to cut off the discrete approximation. var STANDARD_DEVIATIONS = 3; var blurScene = new Scene(); blurScene.add( new Mesh( _lodPlanes[ lodOut ], blurMaterial ) ); var blurUniforms = blurMaterial.uniforms; var pixels = _sizeLods[ lodIn ] - 1; var radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); var sigmaPixels = sigmaRadians / radiansPerPixel; var samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; if ( samples > MAX_SAMPLES ) { console.warn( `sigmaRadians, ${ sigmaRadians}, is too large and will clip, as it requested ${ samples} samples when the maximum is set to ${MAX_SAMPLES}` ); } var weights = []; var sum = 0; for ( var i = 0; i < MAX_SAMPLES; ++ i ) { var x = i / sigmaPixels; var weight = Math.exp( - x * x / 2 ); weights.push( weight ); if ( i == 0 ) { sum += weight; } else if ( i < samples ) { sum += 2 * weight; } } for ( var i = 0; i < weights.length; i ++ ) { weights[ i ] = weights[ i ] / sum; } blurUniforms[ 'envMap' ].value = targetIn.texture; blurUniforms[ 'samples' ].value = samples; blurUniforms[ 'weights' ].value = weights; blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; if ( poleAxis ) { blurUniforms[ 'poleAxis' ].value = poleAxis; } blurUniforms[ 'dTheta' ].value = radiansPerPixel; blurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn; blurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; blurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ]; var outputSize = _sizeLods[ lodOut ]; var x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize ); var y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 ); _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); renderer.setRenderTarget( targetOut ); renderer.render( blurScene, _flatCamera ); } }; function _isLDR( texture ) { if ( texture === undefined || texture.type !== UnsignedByteType ) return false; return texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding; } function _createPlanes() { var _lodPlanes = []; var _sizeLods = []; var _sigmas = []; var lod = LOD_MAX; for ( var i = 0; i < TOTAL_LODS; i ++ ) { var sizeLod = Math.pow( 2, lod ); _sizeLods.push( sizeLod ); var sigma = 1.0 / sizeLod; if ( i > LOD_MAX - LOD_MIN ) { sigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ]; } else if ( i == 0 ) { sigma = 0; } _sigmas.push( sigma ); var texelSize = 1.0 / ( sizeLod - 1 ); var min = - texelSize / 2; var max = 1 + texelSize / 2; var uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; var cubeFaces = 6; var vertices = 6; var positionSize = 3; var uvSize = 2; var faceIndexSize = 1; var position = new Float32Array( positionSize * vertices * cubeFaces ); var uv = new Float32Array( uvSize * vertices * cubeFaces ); var faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); for ( var face = 0; face < cubeFaces; face ++ ) { var x = ( face % 3 ) * 2 / 3 - 1; var y = face > 2 ? 0 : - 1; var coordinates = [ x, y, 0, x + 2 / 3, y, 0, x + 2 / 3, y + 1, 0, x, y, 0, x + 2 / 3, y + 1, 0, x, y + 1, 0 ]; position.set( coordinates, positionSize * vertices * face ); uv.set( uv1, uvSize * vertices * face ); var fill = [ face, face, face, face, face, face ]; faceIndex.set( fill, faceIndexSize * vertices * face ); } var planes = new BufferGeometry(); planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); _lodPlanes.push( planes ); if ( lod > LOD_MIN ) { lod --; } } return { _lodPlanes, _sizeLods, _sigmas }; } function _createRenderTarget( params ) { var cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params ); cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; cubeUVRenderTarget.scissorTest = true; return cubeUVRenderTarget; } function _setViewport( target, x, y, width, height ) { target.viewport.set( x, y, width, height ); target.scissor.set( x, y, width, height ); } function _getBlurShader( maxSamples ) { var weights = new Float32Array( maxSamples ); var poleAxis = new Vector3( 0, 1, 0 ); var shaderMaterial = new RawShaderMaterial( { defines: { 'n': maxSamples }, uniforms: { 'envMap': { value: null }, 'samples': { value: 1 }, 'weights': { value: weights }, 'latitudinal': { value: false }, 'dTheta': { value: 0 }, 'mipInt': { value: 0 }, 'poleAxis': { value: poleAxis }, 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } }, vertexShader: _getCommonVertexShader(), fragmentShader: ` precision mediump float; precision mediump int; varying vec3 vOutputDirection; uniform sampler2D envMap; uniform int samples; uniform float weights[n]; uniform bool latitudinal; uniform float dTheta; uniform float mipInt; uniform vec3 poleAxis; ${_getEncodings()} #define ENVMAP_TYPE_CUBE_UV #include vec3 getSample(float theta, vec3 axis) { float cosTheta = cos(theta); // Rodrigues' axis-angle rotation vec3 sampleDirection = vOutputDirection * cosTheta + cross(axis, vOutputDirection) * sin(theta) + axis * dot(axis, vOutputDirection) * (1.0 - cosTheta); return bilinearCubeUV(envMap, sampleDirection, mipInt); } void main() { vec3 axis = latitudinal ? poleAxis : cross(poleAxis, vOutputDirection); if (all(equal(axis, vec3(0.0)))) axis = vec3(vOutputDirection.z, 0.0, - vOutputDirection.x); axis = normalize(axis); gl_FragColor = vec4(0.0); gl_FragColor.rgb += weights[0] * getSample(0.0, axis); for (int i = 1; i < n; i++) { if (i >= samples) break; float theta = dTheta * float(i); gl_FragColor.rgb += weights[i] * getSample(-1.0 * theta, axis); gl_FragColor.rgb += weights[i] * getSample(theta, axis); } gl_FragColor = linearToOutputTexel(gl_FragColor); } `, blending: NoBlending, depthTest: false, depthWrite: false } ); shaderMaterial.type = 'SphericalGaussianBlur'; return shaderMaterial; } function _getEquirectShader() { var texelSize = new Vector2( 1, 1 ); var shaderMaterial = new RawShaderMaterial( { uniforms: { 'envMap': { value: null }, 'texelSize': { value: texelSize }, 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } }, vertexShader: _getCommonVertexShader(), fragmentShader: ` precision mediump float; precision mediump int; varying vec3 vOutputDirection; uniform sampler2D envMap; uniform vec2 texelSize; ${_getEncodings()} #include void main() { gl_FragColor = vec4(0.0); vec3 outputDirection = normalize(vOutputDirection); vec2 uv = equirectUv( outputDirection ); vec2 f = fract(uv / texelSize - 0.5); uv -= f * texelSize; vec3 tl = envMapTexelToLinear(texture2D(envMap, uv)).rgb; uv.x += texelSize.x; vec3 tr = envMapTexelToLinear(texture2D(envMap, uv)).rgb; uv.y += texelSize.y; vec3 br = envMapTexelToLinear(texture2D(envMap, uv)).rgb; uv.x -= texelSize.x; vec3 bl = envMapTexelToLinear(texture2D(envMap, uv)).rgb; vec3 tm = mix(tl, tr, f.x); vec3 bm = mix(bl, br, f.x); gl_FragColor.rgb = mix(tm, bm, f.y); gl_FragColor = linearToOutputTexel(gl_FragColor); } `, blending: NoBlending, depthTest: false, depthWrite: false } ); shaderMaterial.type = 'EquirectangularToCubeUV'; return shaderMaterial; } function _getCubemapShader() { var shaderMaterial = new RawShaderMaterial( { uniforms: { 'envMap': { value: null }, 'inputEncoding': { value: ENCODINGS[ LinearEncoding ] }, 'outputEncoding': { value: ENCODINGS[ LinearEncoding ] } }, vertexShader: _getCommonVertexShader(), fragmentShader: ` precision mediump float; precision mediump int; varying vec3 vOutputDirection; uniform samplerCube envMap; ${_getEncodings()} void main() { gl_FragColor = vec4(0.0); gl_FragColor.rgb = envMapTexelToLinear(textureCube(envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ))).rgb; gl_FragColor = linearToOutputTexel(gl_FragColor); } `, blending: NoBlending, depthTest: false, depthWrite: false } ); shaderMaterial.type = 'CubemapToCubeUV'; return shaderMaterial; } function _getCommonVertexShader() { return ` precision mediump float; precision mediump int; attribute vec3 position; attribute vec2 uv; attribute float faceIndex; varying vec3 vOutputDirection; // RH coordinate system; PMREM face-indexing convention vec3 getDirection(vec2 uv, float face) { uv = 2.0 * uv - 1.0; vec3 direction = vec3(uv, 1.0); if (face == 0.0) { direction = direction.zyx; // ( 1, v, u ) pos x } else if (face == 1.0) { direction = direction.xzy; direction.xz *= -1.0; // ( -u, 1, -v ) pos y } else if (face == 2.0) { direction.x *= -1.0; // ( -u, v, 1 ) pos z } else if (face == 3.0) { direction = direction.zyx; direction.xz *= -1.0; // ( -1, v, -u ) neg x } else if (face == 4.0) { direction = direction.xzy; direction.xy *= -1.0; // ( -u, -1, v ) neg y } else if (face == 5.0) { direction.z *= -1.0; // ( u, v, -1 ) neg z } return direction; } void main() { vOutputDirection = getDirection(uv, faceIndex); gl_Position = vec4( position, 1.0 ); } `; } function _getEncodings() { return ` uniform int inputEncoding; uniform int outputEncoding; #include vec4 inputTexelToLinear(vec4 value){ if(inputEncoding == 0){ return value; }else if(inputEncoding == 1){ return sRGBToLinear(value); }else if(inputEncoding == 2){ return RGBEToLinear(value); }else if(inputEncoding == 3){ return RGBMToLinear(value, 7.0); }else if(inputEncoding == 4){ return RGBMToLinear(value, 16.0); }else if(inputEncoding == 5){ return RGBDToLinear(value, 256.0); }else{ return GammaToLinear(value, 2.2); } } vec4 linearToOutputTexel(vec4 value){ if(outputEncoding == 0){ return value; }else if(outputEncoding == 1){ return LinearTosRGB(value); }else if(outputEncoding == 2){ return LinearToRGBE(value); }else if(outputEncoding == 3){ return LinearToRGBM(value, 7.0); }else if(outputEncoding == 4){ return LinearToRGBM(value, 16.0); }else if(outputEncoding == 5){ return LinearToRGBD(value, 256.0); }else{ return LinearToGamma(value, 2.2); } } vec4 envMapTexelToLinear(vec4 color) { return inputTexelToLinear(color); } `; } export { PMREMGenerator };