meshphysicalFrag top-level constant
String
const meshphysicalFrag
Implementation
const String meshphysicalFrag = """
#define STANDARD
#ifdef PHYSICAL
#define IOR
#define USE_SPECULAR
#endif
uniform vec3 diffuse;
uniform vec3 emissive;
uniform float roughness;
uniform float metalness;
uniform float opacity;
#ifdef IOR
uniform float ior;
#endif
#ifdef USE_SPECULAR
uniform float specularIntensity;
uniform vec3 specularColor;
#ifdef USE_SPECULAR_COLORMAP
uniform sampler2D specularColorMap;
#endif
#ifdef USE_SPECULAR_INTENSITYMAP
uniform sampler2D specularIntensityMap;
#endif
#endif
#ifdef USE_CLEARCOAT
uniform float clearcoat;
uniform float clearcoatRoughness;
#endif
#ifdef USE_DISPERSION
uniform float dispersion;
#endif
#ifdef USE_IRIDESCENCE
uniform float iridescence;
uniform float iridescenceIOR;
uniform float iridescenceThicknessMinimum;
uniform float iridescenceThicknessMaximum;
#endif
#ifdef USE_SHEEN
uniform vec3 sheenColor;
uniform float sheenRoughness;
#ifdef USE_SHEEN_COLORMAP
uniform sampler2D sheenColorMap;
#endif
#ifdef USE_SHEEN_ROUGHNESSMAP
uniform sampler2D sheenRoughnessMap;
#endif
#endif
#ifdef USE_ANISOTROPY
uniform vec2 anisotropyVector;
#ifdef USE_ANISOTROPYMAP
uniform sampler2D anisotropyMap;
#endif
#endif
varying vec3 vViewPosition;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <alphahash_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <iridescence_fragment>
#include <cube_uv_reflection_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_physical_pars_fragment>
#include <fog_pars_fragment>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_physical_pars_fragment>
#include <transmission_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <clearcoat_pars_fragment>
#include <iridescence_pars_fragment>
#include <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
vec4 diffuseColor = vec4( diffuse, opacity );
#include <clipping_planes_fragment>
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <alphahash_fragment>
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <clearcoat_normal_fragment_begin>
#include <clearcoat_normal_fragment_maps>
#include <emissivemap_fragment>
// accumulation
#include <lights_physical_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;
vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;
#include <transmission_fragment>
vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;
#ifdef USE_SHEEN
// Sheen energy compensation approximation calculation can be found at the end of
// https://drive.google.com/file/d/1T0D1VSyR4AllqIJTQAraEIzjlb5h4FKH/view?usp=sharing
float sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );
outgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;
#endif
#ifdef USE_CLEARCOAT
float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );
vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );
outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;
#endif
#include <opaque_fragment>
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}
""";