import { S as ShaderStore } from './index-BeVTUo08.js';

// Do not edit.
const name = "pbrBRDFFunctions";
const shader = `#define FRESNEL_MAXIMUM_ON_ROUGH 0.25
#define BRDF_DIFFUSE_MODEL_EON 0
#define BRDF_DIFFUSE_MODEL_BURLEY 1
#define BRDF_DIFFUSE_MODEL_LAMBERT 2
#define BRDF_DIFFUSE_MODEL_LEGACY 3
#define DIELECTRIC_SPECULAR_MODEL_GLTF 0
#define DIELECTRIC_SPECULAR_MODEL_OPENPBR 1
#define CONDUCTOR_SPECULAR_MODEL_GLTF 0
#define CONDUCTOR_SPECULAR_MODEL_OPENPBR 1
#if !defined(PBR_VERTEX_SHADER) && !defined(OPENPBR_VERTEX_SHADER)
#ifdef MS_BRDF_ENERGY_CONSERVATION
vec3 getEnergyConservationFactor(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {return 1.0+specularEnvironmentR0*(1.0/environmentBrdf.y-1.0);}
#endif
#if CONDUCTOR_SPECULAR_MODEL==CONDUCTOR_SPECULAR_MODEL_OPENPBR 
vec3 getF82Specular(float NdotV,vec3 F0,vec3 edgeTint,float roughness) {const float cos_theta_max=0.142857143; 
const float one_minus_cos_theta_max_to_the_fifth=0.462664366; 
const float one_minus_cos_theta_max_to_the_sixth=0.396569457; 
vec3 white_minus_F0=vec3(1.0)-F0;vec3 b_numerator=(F0+white_minus_F0*one_minus_cos_theta_max_to_the_fifth)*(vec3(1.0)-edgeTint);const float b_denominator=cos_theta_max*one_minus_cos_theta_max_to_the_sixth;const float b_denominator_reciprocal=1.0/b_denominator;vec3 b=b_numerator*b_denominator_reciprocal; 
float cos_theta=max(roughness,NdotV);float one_minus_cos_theta=1.0-cos_theta;vec3 offset_from_F0=(white_minus_F0-b*cos_theta*one_minus_cos_theta)*pow(one_minus_cos_theta,5.0);return clamp(F0+offset_from_F0,0.0,1.0);}
#endif
#ifdef FUZZENVIRONMENTBRDF
vec3 getFuzzBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(perceptualRoughness,NdotV);vec4 brdfLookup=texture2D(environmentFuzzBrdfSampler,UV);const vec2 RiRange=vec2(0.0,0.75);const vec2 ARange =vec2(0.005,0.88);const vec2 BRange =vec2(-0.18,0.002);brdfLookup.r=mix(ARange.x, ARange.y, brdfLookup.r);brdfLookup.g=mix(BRange.x, BRange.y, brdfLookup.g);brdfLookup.b=mix(RiRange.x,RiRange.y,brdfLookup.b);return brdfLookup.rgb;}
#endif
#ifdef ENVIRONMENTBRDF
vec3 getBRDFLookup(float NdotV,float perceptualRoughness) {vec2 UV=vec2(NdotV,perceptualRoughness);vec4 brdfLookup=texture2D(environmentBrdfSampler,UV);
#ifdef ENVIRONMENTBRDF_RGBD
brdfLookup.rgb=fromRGBD(brdfLookup.rgba);
#endif
return brdfLookup.rgb;}
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 specularEnvironmentR90,const vec3 environmentBrdf) {
#ifdef BRDF_V_HEIGHT_CORRELATED
vec3 reflectance=(specularEnvironmentR90-specularEnvironmentR0)*environmentBrdf.x+specularEnvironmentR0*environmentBrdf.y;
#else
vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+specularEnvironmentR90*environmentBrdf.y;
#endif
return reflectance;}
vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0,const vec3 environmentBrdf) {
#ifdef BRDF_V_HEIGHT_CORRELATED
vec3 reflectance=mix(environmentBrdf.xxx,environmentBrdf.yyy,specularEnvironmentR0);
#else
vec3 reflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;
#endif
return reflectance;}
#endif
/* NOT USED
#if defined(SHEEN) && defined(SHEEN_SOFTER)
float getBRDFLookupCharlieSheen(float NdotV,float perceptualRoughness)
{float c=1.0-NdotV;float c3=c*c*c;return 0.65584461*c3+1.0/(4.16526551+exp(-7.97291361*perceptualRoughness+6.33516894));}
#endif
*/
#if !defined(ENVIRONMENTBRDF) || defined(REFLECTIONMAP_SKYBOX) || defined(ALPHAFRESNEL)
vec3 getReflectanceFromAnalyticalBRDFLookup_Jones(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)
{float weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);return reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));}
#endif
#if defined(SHEEN) && defined(ENVIRONMENTBRDF)
/**
* The sheen BRDF not containing F can be easily stored in the blue channel of the BRDF texture.
* The blue channel contains DCharlie*VAshikhmin*NdotL as a lokkup table
*/
vec3 getSheenReflectanceFromBRDFLookup(const vec3 reflectance0,const vec3 environmentBrdf) {vec3 sheenEnvironmentReflectance=reflectance0*environmentBrdf.b;return sheenEnvironmentReflectance;}
#endif
vec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)
{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
float fresnelSchlickGGX(float VdotH,float reflectance0,float reflectance90)
{return reflectance0+(reflectance90-reflectance0)*pow5(1.0-VdotH);}
#ifdef CLEARCOAT
vec3 getR0RemappedForClearCoat(vec3 f0) {
#ifdef CLEARCOAT_DEFAULTIOR
#ifdef MOBILE
return saturate(f0*(f0*0.526868+0.529324)-0.0482256);
#else
return saturate(f0*(f0*(0.941892-0.263008*f0)+0.346479)-0.0285998);
#endif
#else
vec3 s=sqrt(f0);vec3 t=(vClearCoatRefractionParams.z+vClearCoatRefractionParams.w*s)/(vClearCoatRefractionParams.w+vClearCoatRefractionParams.z*s);return square(t);
#endif
}
#endif
#ifdef IRIDESCENCE
const mat3 XYZ_TO_REC709=mat3(
3.2404542,-0.9692660, 0.0556434,
-1.5371385, 1.8760108,-0.2040259,
-0.4985314, 0.0415560, 1.0572252
);vec3 getIORTfromAirToSurfaceR0(vec3 f0) {vec3 sqrtF0=sqrt(f0);return (1.+sqrtF0)/(1.-sqrtF0);}
vec3 getR0fromIORs(vec3 iorT,float iorI) {return square((iorT-vec3(iorI))/(iorT+vec3(iorI)));}
float getR0fromIORs(float iorT,float iorI) {return square((iorT-iorI)/(iorT+iorI));}
vec3 evalSensitivity(float opd,vec3 shift) {float phase=2.0*PI*opd*1.0e-9;const vec3 val=vec3(5.4856e-13,4.4201e-13,5.2481e-13);const vec3 pos=vec3(1.6810e+06,1.7953e+06,2.2084e+06);const vec3 var=vec3(4.3278e+09,9.3046e+09,6.6121e+09);vec3 xyz=val*sqrt(2.0*PI*var)*cos(pos*phase+shift)*exp(-square(phase)*var);xyz.x+=9.7470e-14*sqrt(2.0*PI*4.5282e+09)*cos(2.2399e+06*phase+shift[0])*exp(-4.5282e+09*square(phase));xyz/=1.0685e-7;vec3 srgb=XYZ_TO_REC709*xyz;return srgb;}
vec3 evalIridescence(float outsideIOR,float eta2,float cosTheta1,float thinFilmThickness,vec3 baseF0) {vec3 I=vec3(1.0);float iridescenceIOR=mix(outsideIOR,eta2,smoothstep(0.0,0.03,thinFilmThickness));float sinTheta2Sq=square(outsideIOR/iridescenceIOR)*(1.0-square(cosTheta1));float cosTheta2Sq=1.0-sinTheta2Sq;if (cosTheta2Sq<0.0) {return I;}
float cosTheta2=sqrt(cosTheta2Sq);float R0=getR0fromIORs(iridescenceIOR,outsideIOR);float R12=fresnelSchlickGGX(cosTheta1,R0,1.);float R21=R12;float T121=1.0-R12;float phi12=0.0;if (iridescenceIOR<outsideIOR) phi12=PI;float phi21=PI-phi12;vec3 baseIOR=getIORTfromAirToSurfaceR0(clamp(baseF0,0.0,0.9999)); 
vec3 R1=getR0fromIORs(baseIOR,iridescenceIOR);vec3 R23=fresnelSchlickGGX(cosTheta2,R1,vec3(1.));vec3 phi23=vec3(0.0);if (baseIOR[0]<iridescenceIOR) phi23[0]=PI;if (baseIOR[1]<iridescenceIOR) phi23[1]=PI;if (baseIOR[2]<iridescenceIOR) phi23[2]=PI;float opd=2.0*iridescenceIOR*thinFilmThickness*cosTheta2;vec3 phi=vec3(phi21)+phi23;vec3 R123=clamp(R12*R23,1e-5,0.9999);vec3 r123=sqrt(R123);vec3 Rs=square(T121)*R23/(vec3(1.0)-R123);vec3 C0=R12+Rs;I=C0;vec3 Cm=Rs-T121;for (int m=1; m<=2; ++m)
{Cm*=r123;vec3 Sm=2.0*evalSensitivity(float(m)*opd,float(m)*phi);I+=Cm*Sm;}
return max(I,vec3(0.0));}
#endif
float normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)
{float a2=square(alphaG);float d=NdotH*NdotH*(a2-1.0)+1.0;return a2/(PI*d*d);}
#ifdef SHEEN
float normalDistributionFunction_CharlieSheen(float NdotH,float alphaG)
{float invR=1./alphaG;float cos2h=NdotH*NdotH;float sin2h=1.-cos2h;return (2.+invR)*pow(sin2h,invR*.5)/(2.*PI);}
#endif
#ifdef ANISOTROPIC
float normalDistributionFunction_BurleyGGX_Anisotropic(float NdotH,float TdotH,float BdotH,const vec2 alphaTB) {float a2=alphaTB.x*alphaTB.y;vec3 v=vec3(alphaTB.y*TdotH,alphaTB.x *BdotH,a2*NdotH);float v2=dot(v,v);float w2=a2/v2;return a2*w2*w2*RECIPROCAL_PI;}
#endif
#ifdef BRDF_V_HEIGHT_CORRELATED
float smithVisibility_GGXCorrelated(float NdotL,float NdotV,float alphaG) {
#ifdef MOBILE
float GGXV=NdotL*(NdotV*(1.0-alphaG)+alphaG);float GGXL=NdotV*(NdotL*(1.0-alphaG)+alphaG);return 0.5/(GGXV+GGXL);
#else
float a2=alphaG*alphaG;float GGXV=NdotL*sqrt(NdotV*(NdotV-a2*NdotV)+a2);float GGXL=NdotV*sqrt(NdotL*(NdotL-a2*NdotL)+a2);return 0.5/(GGXV+GGXL);
#endif
}
#else
float smithVisibilityG1_TrowbridgeReitzGGXFast(float dot,float alphaG)
{
#ifdef MOBILE
return 1.0/(dot+alphaG+(1.0-alphaG)*dot ));
#else
float alphaSquared=alphaG*alphaG;return 1.0/(dot+sqrt(alphaSquared+(1.0-alphaSquared)*dot*dot));
#endif
}
float smithVisibility_TrowbridgeReitzGGXFast(float NdotL,float NdotV,float alphaG)
{float visibility=smithVisibilityG1_TrowbridgeReitzGGXFast(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGXFast(NdotV,alphaG);return visibility;}
#endif
#ifdef ANISOTROPIC
float smithVisibility_GGXCorrelated_Anisotropic(float NdotL,float NdotV,float TdotV,float BdotV,float TdotL,float BdotL,const vec2 alphaTB) {float lambdaV=NdotL*length(vec3(alphaTB.x*TdotV,alphaTB.y*BdotV,NdotV));float lambdaL=NdotV*length(vec3(alphaTB.x*TdotL,alphaTB.y*BdotL,NdotL));float v=0.5/(lambdaV+lambdaL);return v;}
#endif
#ifdef CLEARCOAT
float visibility_Kelemen(float VdotH) {return 0.25/(VdotH*VdotH); }
#endif
#ifdef SHEEN
float visibility_Ashikhmin(float NdotL,float NdotV)
{return 1./(4.*(NdotL+NdotV-NdotL*NdotV));}
/* NOT USED
#ifdef SHEEN_SOFTER
float l(float x,float alphaG)
{float oneMinusAlphaSq=(1.0-alphaG)*(1.0-alphaG);float a=mix(21.5473,25.3245,oneMinusAlphaSq);float b=mix(3.82987,3.32435,oneMinusAlphaSq);float c=mix(0.19823,0.16801,oneMinusAlphaSq);float d=mix(-1.97760,-1.27393,oneMinusAlphaSq);float e=mix(-4.32054,-4.85967,oneMinusAlphaSq);return a/(1.0+b*pow(x,c))+d*x+e;}
float lambdaSheen(float cosTheta,float alphaG)
{return abs(cosTheta)<0.5 ? exp(l(cosTheta,alphaG)) : exp(2.0*l(0.5,alphaG)-l(1.0-cosTheta,alphaG));}
float visibility_CharlieSheen(float NdotL,float NdotV,float alphaG)
{float G=1.0/(1.0+lambdaSheen(NdotV,alphaG)+lambdaSheen(NdotL,alphaG));return G/(4.0*NdotV*NdotL);}
#endif
*/
#endif
float diffuseBRDF_Burley(float NdotL,float NdotV,float VdotH,float roughness) {float diffuseFresnelNV=pow5(saturateEps(1.0-NdotL));float diffuseFresnelNL=pow5(saturateEps(1.0-NdotV));float diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;float fresnel =
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *
(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);return fresnel/PI;}
const float constant1_FON=0.5-2.0/(3.0*PI);const float constant2_FON=2.0/3.0-28.0/(15.0*PI);float E_FON_approx(float mu,float roughness)
{float sigma=roughness; 
float mucomp=1.0-mu;float mucomp2=mucomp*mucomp;const mat2 Gcoeffs=mat2(0.0571085289,-0.332181442,
0.491881867,0.0714429953);float GoverPi=dot(Gcoeffs*vec2(mucomp,mucomp2),vec2(1.0,mucomp2));return (1.0+sigma*GoverPi)/(1.0+constant1_FON*sigma);}
vec3 diffuseBRDF_EON(vec3 albedo,float roughness,float NdotL,float NdotV,float LdotV)
{vec3 rho=albedo;float sigma=roughness; 
float mu_i=NdotL; 
float mu_o=NdotV; 
float s=LdotV-mu_i*mu_o; 
float sovertF=s>0.0 ? s/max(mu_i,mu_o) : s; 
float AF=1.0/(1.0+constant1_FON*sigma); 
vec3 f_ss=(rho*RECIPROCAL_PI)*AF*(1.0+sigma*sovertF); 
float EFo=E_FON_approx(mu_o,sigma); 
float EFi=E_FON_approx(mu_i,sigma); 
float avgEF=AF*(1.0+constant2_FON*sigma); 
vec3 rho_ms=(rho*rho)*avgEF/(vec3(1.0)-rho*(1.0-avgEF));const float eps=1.0e-7;vec3 f_ms=(rho_ms*RECIPROCAL_PI)*max(eps,1.0-EFo) 
* max(eps,1.0-EFi)
/ max(eps,1.0-avgEF);return (f_ss+f_ms);}
#ifdef SS_TRANSLUCENCY
vec3 transmittanceBRDF_Burley(const vec3 tintColor,const vec3 diffusionDistance,float thickness) {vec3 S=1./maxEps(diffusionDistance);vec3 temp=exp((-0.333333333*thickness)*S);return tintColor.rgb*0.25*(temp*temp*temp+3.0*temp);}
float computeWrappedDiffuseNdotL(float NdotL,float w) {float t=1.0+w;float invt2=1.0/square(t);return saturate((NdotL+w)*invt2);}
#endif
#endif 
`;
// Sideeffect
if (!ShaderStore.IncludesShadersStore[name]) {
    ShaderStore.IncludesShadersStore[name] = shader;
}
//# sourceMappingURL=pbrBRDFFunctions-Bymf7tkc.js.map
