# Code coverage report for src/shader/source/util.glsl.js

# all files / src/shader/source/ util.glsl.js

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     export default "\n@export clay.util.rand\nhighp float rand(vec2 uv) {\n    const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n    highp float dt = dot(uv.xy, vec2(a,b)), sn = mod(dt, 3.141592653589793);\n    return fract(sin(sn) * c);\n}\n@end\n@export clay.util.calculate_attenuation\nuniform float attenuationFactor : 5.0;\nfloat lightAttenuation(float dist, float range)\n{\n    float attenuation = 1.0;\n    attenuation = dist*dist/(range*range+1.0);\n    float att_s = attenuationFactor;\n    attenuation = 1.0/(attenuation*att_s+1.0);\n    att_s = 1.0/(att_s+1.0);\n    attenuation = attenuation - att_s;\n    attenuation /= 1.0 - att_s;\n    return clamp(attenuation, 0.0, 1.0);\n}\n@end\n@export clay.util.edge_factor\nfloat edgeFactor(float width)\n{\n    vec3 d = fwidth(v_Barycentric);\n    vec3 a3 = smoothstep(vec3(0.0), d * width, v_Barycentric);\n    return min(min(a3.x, a3.y), a3.z);\n}\n@end\n@export clay.util.encode_float\nvec4 encodeFloat(const in float depth)\n{\n    const vec4 bitShifts = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);\n    const vec4 bit_mask  = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);\n    vec4 res = fract(depth * bitShifts);\n    res -= res.xxyz * bit_mask;\n    return res;\n}\n@end\n@export clay.util.decode_float\nfloat decodeFloat(const in vec4 color)\n{\n    const vec4 bitShifts = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);\n    return dot(color, bitShifts);\n}\n@end\n@export clay.util.float\n@import clay.util.encode_float\n@import clay.util.decode_float\n@end\n@export clay.util.rgbm_decode\nvec3 RGBMDecode(vec4 rgbm, float range) {\n  return range * rgbm.rgb * rgbm.a;\n}\n@end\n@export clay.util.rgbm_encode\nvec4 RGBMEncode(vec3 color, float range) {\n    if (dot(color, color) == 0.0) {\n        return vec4(0.0);\n    }\n    vec4 rgbm;\n    color /= range;\n    rgbm.a = clamp(max(max(color.r, color.g), max(color.b, 1e-6)), 0.0, 1.0);\n    rgbm.a = ceil(rgbm.a * 255.0) / 255.0;\n    rgbm.rgb = color / rgbm.a;\n    return rgbm;\n}\n@end\n@export clay.util.rgbm\n@import clay.util.rgbm_decode\n@import clay.util.rgbm_encode\nvec4 decodeHDR(vec4 color)\n{\n#if defined(RGBM_DECODE) || defined(RGBM)\n    return vec4(RGBMDecode(color, 51.5), 1.0);\n#else\n    return color;\n#endif\n}\nvec4 encodeHDR(vec4 color)\n{\n#if defined(RGBM_ENCODE) || defined(RGBM)\n    return RGBMEncode(color.xyz, 51.5);\n#else\n    return color;\n#endif\n}\n@end\n@export clay.util.srgb\nvec4 sRGBToLinear(in vec4 value) {\n    return vec4(mix(pow(value.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), value.rgb * 0.0773993808, vec3(lessThanEqual(value.rgb, vec3(0.04045)))), value.w);\n}\nvec4 linearTosRGB(in vec4 value) {\n    return vec4(mix(pow(value.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), value.rgb * 12.92, vec3(lessThanEqual(value.rgb, vec3(0.0031308)))), value.w);\n}\n@end\n@export clay.chunk.skinning_header\n#ifdef SKINNING\nattribute vec3 weight : WEIGHT;\nattribute vec4 joint : JOINT;\nuniform mat4 skinMatrix[JOINT_COUNT] : SKIN_MATRIX;\nmat4 getSkinMatrix(float idx) {\n    return skinMatrix[int(idx)];\n}\n#endif\n@end\n@export clay.chunk.skin_matrix\nmat4 skinMatrixWS = getSkinMatrix(joint.x) * weight.x;\nif (weight.y > 1e-4)\n{\n    skinMatrixWS += getSkinMatrix(joint.y) * weight.y;\n}\nif (weight.z > 1e-4)\n{\n    skinMatrixWS += getSkinMatrix(joint.z) * weight.z;\n}\nfloat weightW = 1.0-weight.x-weight.y-weight.z;\nif (weightW > 1e-4)\n{\n    skinMatrixWS += getSkinMatrix(joint.w) * weightW;\n}\n@end\n@export clay.util.parallax_correct\nvec3 parallaxCorrect(in vec3 dir, in vec3 pos, in vec3 boxMin, in vec3 boxMax) {\n    vec3 first = (boxMax - pos) / dir;\n    vec3 second = (boxMin - pos) / dir;\n    vec3 further = max(first, second);\n    float dist = min(further.x, min(further.y, further.z));\n    vec3 fixedPos = pos + dir * dist;\n    vec3 boxCenter = (boxMax + boxMin) * 0.5;\n    return normalize(fixedPos - boxCenter);\n}\n@end\n@export clay.util.clamp_sample\nvec4 clampSample(const in sampler2D texture, const in vec2 coord)\n{\n#ifdef STEREO\n    float eye = step(0.5, coord.x) * 0.5;\n    vec2 coordClamped = clamp(coord, vec2(eye, 0.0), vec2(0.5 + eye, 1.0));\n#else\n    vec2 coordClamped = clamp(coord, vec2(0.0), vec2(1.0));\n#endif\n    return texture2D(texture, coordClamped);\n}\n@end\n@export clay.util.ACES\nvec3 ACESToneMapping(vec3 color)\n{\n    const float A = 2.51;\n    const float B = 0.03;\n    const float C = 2.43;\n    const float D = 0.59;\n    const float E = 0.14;\n    return (color * (A * color + B)) / (color * (C * color + D) + E);\n}\n@end";