@babylonjs/core 5.0.0-alpha.60 → 5.0.0-alpha.64
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +20 -0
- package/Animations/animation.js +99 -10
- package/Animations/animation.js.map +1 -1
- package/Animations/animationGroup.d.ts +5 -1
- package/Animations/animationGroup.js +19 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animationKey.d.ts +4 -0
- package/Animations/animationKey.js +4 -0
- package/Animations/animationKey.js.map +1 -1
- package/Audio/sound.js +15 -1
- package/Audio/sound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +130 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +134 -0
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -0
- package/BakedVertexAnimation/index.d.ts +2 -0
- package/BakedVertexAnimation/index.js +3 -0
- package/BakedVertexAnimation/index.js.map +1 -0
- package/BakedVertexAnimation/vertexAnimationBaker.d.ts +65 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js +155 -0
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -0
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +5 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/framingBehavior.js +8 -1
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +16 -12
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Bones/bone.d.ts +3 -1
- package/Bones/bone.js +4 -1
- package/Bones/bone.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +4 -6
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +4 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
- package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +1 -1
- package/Cameras/VR/vrExperienceHelper.js +1 -1
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/camera.js +8 -2
- package/Cameras/camera.js.map +1 -1
- package/Cameras/targetCamera.js +1 -1
- package/Cameras/targetCamera.js.map +1 -1
- package/Culling/boundingBox.d.ts +4 -0
- package/Culling/boundingBox.js +8 -0
- package/Culling/boundingBox.js.map +1 -1
- package/Debug/physicsViewer.js +1 -1
- package/Debug/physicsViewer.js.map +1 -1
- package/Debug/skeletonViewer.js +2 -2
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/Implementations/{nativeDeviceInputWrapper.d.ts → nativeDeviceInputSystem.d.ts} +11 -22
- package/DeviceInput/Implementations/nativeDeviceInputSystem.js +80 -0
- package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +1 -0
- package/DeviceInput/Implementations/webDeviceInputSystem.d.ts +7 -20
- package/DeviceInput/Implementations/webDeviceInputSystem.js +80 -72
- package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
- package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -2
- package/DeviceInput/InputDevices/deviceSourceManager.js +5 -1
- package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
- package/DeviceInput/Interfaces/inputInterfaces.d.ts +6 -13
- package/DeviceInput/Interfaces/inputInterfaces.js.map +1 -1
- package/DeviceInput/deviceInputSystem.d.ts +49 -5
- package/DeviceInput/deviceInputSystem.js +66 -9
- package/DeviceInput/deviceInputSystem.js.map +1 -1
- package/DeviceInput/index.d.ts +1 -1
- package/DeviceInput/index.js +1 -1
- package/DeviceInput/index.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -1
- package/Engines/Extensions/engine.dynamicTexture.js +2 -1
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiview.js +17 -6
- package/Engines/Extensions/engine.multiview.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Processors/iShaderProcessor.d.ts +1 -1
- package/Engines/Processors/iShaderProcessor.js.map +1 -1
- package/Engines/Processors/shaderProcessingOptions.d.ts +5 -0
- package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +8 -2
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +3 -11
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +0 -4
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.query.js +19 -3
- package/Engines/WebGPU/Extensions/engine.query.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +0 -4
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuBundleList.d.ts +13 -0
- package/Engines/WebGPU/webgpuBundleList.js +27 -0
- package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheBindGroups.js +3 -3
- package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +42 -61
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheSampler.js +6 -4
- package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.js +17 -8
- package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js +2 -2
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuConstants.d.ts +57 -13
- package/Engines/WebGPU/webgpuConstants.js +62 -13
- package/Engines/WebGPU/webgpuConstants.js.map +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.d.ts +27 -3
- package/Engines/WebGPU/webgpuHardwareTexture.js +12 -2
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessingContext.js +2 -0
- package/Engines/WebGPU/webgpuShaderProcessingContext.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.d.ts +2 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js +23 -0
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.d.ts +1 -0
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +17 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +7 -2
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +16 -29
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuSnapshotRendering.d.ts +27 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js +107 -0
- package/Engines/WebGPU/webgpuSnapshotRendering.js.map +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +4 -4
- package/Engines/WebGPU/webgpuTextureHelper.js +277 -83
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/constants.d.ts +2 -0
- package/Engines/constants.js +2 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engine.d.ts +157 -46
- package/Engines/engine.js +38 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/engineFeatures.d.ts +2 -0
- package/Engines/engineFeatures.js.map +1 -1
- package/Engines/index.d.ts +1 -0
- package/Engines/index.js +1 -0
- package/Engines/index.js.map +1 -1
- package/Engines/nativeEngine.js +34 -17
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/nullEngine.js +1 -0
- package/Engines/nullEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.d.ts +1 -1
- package/Engines/renderTargetWrapper.js +1 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.d.ts +0 -11
- package/Engines/thinEngine.js +12 -40
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +11 -19
- package/Engines/webgpuEngine.js +46 -126
- package/Engines/webgpuEngine.js.map +1 -1
- package/Gizmos/positionGizmo.js +1 -1
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Helpers/sceneHelpers.d.ts +3 -3
- package/Helpers/sceneHelpers.js +1 -2
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Inputs/scene.inputManager.js +18 -15
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Layers/effectLayer.d.ts +13 -1
- package/Layers/effectLayer.js +115 -65
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/glowLayer.d.ts +8 -0
- package/Layers/glowLayer.js +7 -3
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.d.ts +2 -1
- package/Layers/highlightLayer.js +8 -3
- package/Layers/highlightLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.d.ts +1 -0
- package/Lights/Shadows/cascadedShadowGenerator.js +14 -0
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +4 -0
- package/Lights/Shadows/shadowGenerator.js +31 -3
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/light.js +10 -1
- package/Lights/light.js.map +1 -1
- package/Lights/pointLight.js +1 -1
- package/Lights/pointLight.js.map +1 -1
- package/Lights/spotLight.js +1 -1
- package/Lights/spotLight.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.js +20 -4
- package/Loading/Plugins/babylonFileLoader.js.map +1 -1
- package/Materials/Background/backgroundMaterial.js +1 -0
- package/Materials/Background/backgroundMaterial.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.d.ts +10 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +31 -0
- package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/index.d.ts +2 -0
- package/Materials/Node/Blocks/Fragment/index.js +2 -0
- package/Materials/Node/Blocks/Fragment/index.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.d.ts +41 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +128 -0
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.d.ts +49 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js +145 -0
- package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -0
- package/Materials/Node/Blocks/Input/inputBlock.js +1 -1
- package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.d.ts +1 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +15 -0
- package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
- package/Materials/Node/Blocks/customBlock.d.ts +31 -0
- package/Materials/Node/Blocks/customBlock.js +144 -0
- package/Materials/Node/Blocks/customBlock.js.map +1 -0
- package/Materials/Node/Blocks/index.d.ts +2 -0
- package/Materials/Node/Blocks/index.js +2 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/vectorMergerBlock.js +4 -4
- package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
- package/Materials/Node/Blocks/voronoiNoiseBlock.d.ts +39 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js +107 -0
- package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.d.ts +8 -0
- package/Materials/Node/Blocks/worleyNoise3DBlock.js +34 -2
- package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.d.ts +1 -0
- package/Materials/Node/nodeMaterial.js +10 -0
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterialBlock.js +1 -1
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +5 -0
- package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
- package/Materials/PBR/index.d.ts +4 -0
- package/Materials/PBR/index.js +4 -0
- package/Materials/PBR/index.js.map +1 -1
- package/Materials/PBR/pbrAnisotropicConfiguration.d.ts +28 -96
- package/Materials/PBR/pbrAnisotropicConfiguration.js +50 -111
- package/Materials/PBR/pbrAnisotropicConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBRDFConfiguration.d.ts +11 -37
- package/Materials/PBR/pbrBRDFConfiguration.js +39 -52
- package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +17 -74
- package/Materials/PBR/pbrBaseMaterial.js +75 -183
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseSimpleMaterial.js.map +1 -1
- package/Materials/PBR/pbrClearCoatConfiguration.d.ts +23 -98
- package/Materials/PBR/pbrClearCoatConfiguration.js +91 -143
- package/Materials/PBR/pbrClearCoatConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSheenConfiguration.d.ts +25 -93
- package/Materials/PBR/pbrSheenConfiguration.js +71 -126
- package/Materials/PBR/pbrSheenConfiguration.js.map +1 -1
- package/Materials/PBR/pbrSubSurfaceConfiguration.d.ts +29 -104
- package/Materials/PBR/pbrSubSurfaceConfiguration.js +158 -204
- package/Materials/PBR/pbrSubSurfaceConfiguration.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +3 -2
- package/Materials/Textures/dynamicTexture.js +5 -3
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/hdrCubeTexture.d.ts +9 -0
- package/Materials/Textures/hdrCubeTexture.js +21 -5
- package/Materials/Textures/hdrCubeTexture.js.map +1 -1
- package/Materials/Textures/mirrorTexture.d.ts +2 -0
- package/Materials/Textures/mirrorTexture.js +13 -0
- package/Materials/Textures/mirrorTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +1 -1
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js +1 -1
- package/Materials/Textures/thinRenderTargetTexture.js.map +1 -1
- package/Materials/Textures/thinTexture.d.ts +1 -2
- package/Materials/Textures/thinTexture.js +2 -4
- package/Materials/Textures/thinTexture.js.map +1 -1
- package/Materials/Textures/videoTexture.d.ts +1 -1
- package/Materials/Textures/videoTexture.js +1 -1
- package/Materials/Textures/videoTexture.js.map +1 -1
- package/Materials/effect.d.ts +6 -1
- package/Materials/effect.js +4 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/fresnelParameters.d.ts +1 -1
- package/Materials/fresnelParameters.js +1 -1
- package/Materials/fresnelParameters.js.map +1 -1
- package/Materials/imageProcessingConfiguration.d.ts +16 -1
- package/Materials/imageProcessingConfiguration.js +31 -0
- package/Materials/imageProcessingConfiguration.js.map +1 -1
- package/Materials/index.d.ts +4 -0
- package/Materials/index.js +4 -0
- package/Materials/index.js.map +1 -1
- package/Materials/material.d.ts +43 -2
- package/Materials/material.detailMapConfiguration.d.ts +29 -87
- package/Materials/material.detailMapConfiguration.js +50 -106
- package/Materials/material.detailMapConfiguration.js.map +1 -1
- package/Materials/material.js +99 -8
- package/Materials/material.js.map +1 -1
- package/Materials/materialDefines.d.ts +16 -0
- package/Materials/materialDefines.js +17 -5
- package/Materials/materialDefines.js.map +1 -1
- package/Materials/materialHelper.d.ts +15 -1
- package/Materials/materialHelper.js +40 -3
- package/Materials/materialHelper.js.map +1 -1
- package/Materials/materialPluginBase.d.ts +182 -0
- package/Materials/materialPluginBase.js +209 -0
- package/Materials/materialPluginBase.js.map +1 -0
- package/Materials/materialPluginEvent.d.ts +98 -0
- package/Materials/materialPluginEvent.js +21 -0
- package/Materials/materialPluginEvent.js.map +1 -0
- package/Materials/materialPluginFactoryExport.d.ts +40 -0
- package/Materials/materialPluginFactoryExport.js +75 -0
- package/Materials/materialPluginFactoryExport.js.map +1 -0
- package/Materials/materialPluginManager.d.ts +90 -0
- package/Materials/materialPluginManager.js +323 -0
- package/Materials/materialPluginManager.js.map +1 -0
- package/Materials/pushMaterial.d.ts +2 -2
- package/Materials/pushMaterial.js +7 -3
- package/Materials/pushMaterial.js.map +1 -1
- package/Materials/shaderMaterial.d.ts +7 -6
- package/Materials/shaderMaterial.js +71 -29
- package/Materials/shaderMaterial.js.map +1 -1
- package/Materials/shadowDepthWrapper.js +7 -7
- package/Materials/shadowDepthWrapper.js.map +1 -1
- package/Materials/standardMaterial.d.ts +15 -10
- package/Materials/standardMaterial.js +53 -49
- package/Materials/standardMaterial.js.map +1 -1
- package/Materials/uniformBuffer.js +1 -2
- package/Materials/uniformBuffer.js.map +1 -1
- package/Maths/math.color.d.ts +20 -0
- package/Maths/math.color.js +45 -2
- package/Maths/math.color.js.map +1 -1
- package/Maths/math.vector.d.ts +14 -9
- package/Maths/math.vector.js +36 -17
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.d.ts +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -0
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/capsuleBuilder.d.ts +1 -1
- package/Meshes/Builders/capsuleBuilder.js +1 -1
- package/Meshes/Builders/capsuleBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.d.ts +17 -17
- package/Meshes/Builders/cylinderBuilder.js +1 -0
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/discBuilder.d.ts +1 -1
- package/Meshes/Builders/discBuilder.js +1 -0
- package/Meshes/Builders/discBuilder.js.map +1 -1
- package/Meshes/Builders/groundBuilder.d.ts +8 -8
- package/Meshes/Builders/groundBuilder.js +2 -0
- package/Meshes/Builders/groundBuilder.js.map +1 -1
- package/Meshes/Builders/hemisphereBuilder.d.ts +4 -4
- package/Meshes/Builders/hemisphereBuilder.js +1 -0
- package/Meshes/Builders/hemisphereBuilder.js.map +1 -1
- package/Meshes/Builders/icoSphereBuilder.d.ts +1 -1
- package/Meshes/Builders/icoSphereBuilder.js +1 -0
- package/Meshes/Builders/icoSphereBuilder.js.map +1 -1
- package/Meshes/Builders/planeBuilder.d.ts +1 -1
- package/Meshes/Builders/planeBuilder.js +1 -0
- package/Meshes/Builders/planeBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.d.ts +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +1 -0
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/sphereBuilder.d.ts +1 -1
- package/Meshes/Builders/sphereBuilder.js +1 -0
- package/Meshes/Builders/sphereBuilder.js.map +1 -1
- package/Meshes/Builders/torusBuilder.d.ts +8 -8
- package/Meshes/Builders/torusBuilder.js +1 -0
- package/Meshes/Builders/torusBuilder.js.map +1 -1
- package/Meshes/Builders/torusKnotBuilder.d.ts +11 -11
- package/Meshes/Builders/torusKnotBuilder.js +1 -0
- package/Meshes/Builders/torusKnotBuilder.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +23 -3
- package/Meshes/abstractMesh.js +79 -29
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/geometry.d.ts +3 -0
- package/Meshes/geometry.js +15 -7
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/linesMesh.d.ts +1 -3
- package/Meshes/linesMesh.js +5 -36
- package/Meshes/linesMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +12 -0
- package/Meshes/mesh.js +186 -117
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.lts.d.ts +8 -8
- package/Meshes/mesh.lts.js.map +1 -1
- package/Meshes/mesh.vertexData.d.ts +6 -1
- package/Meshes/mesh.vertexData.js +295 -114
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/thinInstanceMesh.js +6 -5
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Meshes/transformNode.d.ts +8 -8
- package/Meshes/transformNode.js +41 -26
- package/Meshes/transformNode.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.d.ts +2 -1
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js +38 -33
- package/Misc/PerformanceViewer/performanceViewerCollectionStrategies.js.map +1 -1
- package/Misc/PerformanceViewer/performanceViewerCollector.d.ts +29 -4
- package/Misc/PerformanceViewer/performanceViewerCollector.js +36 -12
- package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
- package/Misc/assetsManager.d.ts +4 -4
- package/Misc/assetsManager.js +2 -2
- package/Misc/assetsManager.js.map +1 -1
- package/Misc/basis.d.ts +2 -2
- package/Misc/basis.js +20 -4
- package/Misc/basis.js.map +1 -1
- package/Misc/coroutine.d.ts +41 -0
- package/Misc/coroutine.js +136 -0
- package/Misc/coroutine.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/interfaces/iPerfViewer.d.ts +4 -0
- package/Misc/interfaces/iPerfViewer.js.map +1 -1
- package/Misc/observableCoroutine.d.ts +9 -10
- package/Misc/observableCoroutine.js +34 -39
- package/Misc/observableCoroutine.js.map +1 -1
- package/Misc/sceneSerializer.js +1 -3
- package/Misc/sceneSerializer.js.map +1 -1
- package/Misc/tools.d.ts +2 -4
- package/Misc/tools.js +6 -10
- package/Misc/tools.js.map +1 -1
- package/Particles/particleSystem.js +22 -16
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +29 -5
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/subEmitter.js +1 -0
- package/Particles/subEmitter.js.map +1 -1
- package/Physics/Plugins/ammoJSPlugin.js +10 -8
- package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
- package/PostProcesses/imageProcessingPostProcess.js +1 -0
- package/PostProcesses/imageProcessingPostProcess.js.map +1 -1
- package/Probes/reflectionProbe.d.ts +2 -0
- package/Probes/reflectionProbe.js +21 -0
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +3 -0
- package/Rendering/boundingBoxRenderer.js +49 -14
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +4 -1
- package/Rendering/depthPeelingRenderer.js +34 -9
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +1 -1
- package/Rendering/depthRenderer.js +2 -2
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +3 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +0 -2
- package/Rendering/geometryBufferRenderer.js +13 -10
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.js +6 -6
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/renderingGroup.js +5 -1
- package/Rendering/renderingGroup.js.map +1 -1
- package/Shaders/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/Shaders/ShadersInclude/bonesDeclaration.js +1 -1
- package/Shaders/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js +1 -1
- package/Shaders/ShadersInclude/bonesVertex.js.map +1 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/defaultFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/defaultUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js +1 -1
- package/Shaders/ShadersInclude/pbrBlockImageProcessing.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrFragmentDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrUboDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
- package/Shaders/anaglyph.fragment.js +1 -1
- package/Shaders/anaglyph.fragment.js.map +1 -1
- package/Shaders/background.fragment.js +1 -1
- package/Shaders/background.fragment.js.map +1 -1
- package/Shaders/background.vertex.d.ts +2 -0
- package/Shaders/background.vertex.js +3 -1
- package/Shaders/background.vertex.js.map +1 -1
- package/Shaders/blackAndWhite.fragment.js +1 -1
- package/Shaders/blackAndWhite.fragment.js.map +1 -1
- package/Shaders/bloomMerge.fragment.js +1 -1
- package/Shaders/bloomMerge.fragment.js.map +1 -1
- package/Shaders/blur.fragment.js +1 -1
- package/Shaders/blur.fragment.js.map +1 -1
- package/Shaders/boundingBoxRenderer.fragment.js +1 -1
- package/Shaders/boundingBoxRenderer.fragment.js.map +1 -1
- package/Shaders/boundingBoxRenderer.vertex.js +1 -1
- package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
- package/Shaders/chromaticAberration.fragment.js +1 -1
- package/Shaders/chromaticAberration.fragment.js.map +1 -1
- package/Shaders/circleOfConfusion.fragment.js +1 -1
- package/Shaders/circleOfConfusion.fragment.js.map +1 -1
- package/Shaders/clearQuad.vertex.js +1 -1
- package/Shaders/clearQuad.vertex.js.map +1 -1
- package/Shaders/color.fragment.js +1 -1
- package/Shaders/color.fragment.js.map +1 -1
- package/Shaders/color.vertex.d.ts +2 -0
- package/Shaders/color.vertex.js +3 -1
- package/Shaders/color.vertex.js.map +1 -1
- package/Shaders/colorCorrection.fragment.js +1 -1
- package/Shaders/colorCorrection.fragment.js.map +1 -1
- package/Shaders/convolution.fragment.js +1 -1
- package/Shaders/convolution.fragment.js.map +1 -1
- package/Shaders/default.fragment.js +1 -1
- package/Shaders/default.fragment.js.map +1 -1
- package/Shaders/default.vertex.d.ts +2 -0
- package/Shaders/default.vertex.js +3 -1
- package/Shaders/default.vertex.js.map +1 -1
- package/Shaders/depth.fragment.js +1 -1
- package/Shaders/depth.fragment.js.map +1 -1
- package/Shaders/depth.vertex.d.ts +2 -0
- package/Shaders/depth.vertex.js +3 -1
- package/Shaders/depth.vertex.js.map +1 -1
- package/Shaders/depthBoxBlur.fragment.js +1 -1
- package/Shaders/depthBoxBlur.fragment.js.map +1 -1
- package/Shaders/depthOfField.fragment.js +1 -1
- package/Shaders/depthOfField.fragment.js.map +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js +1 -1
- package/Shaders/depthOfFieldMerge.fragment.js.map +1 -1
- package/Shaders/displayPass.fragment.js +1 -1
- package/Shaders/displayPass.fragment.js.map +1 -1
- package/Shaders/extractHighlights.fragment.js +1 -1
- package/Shaders/extractHighlights.fragment.js.map +1 -1
- package/Shaders/filter.fragment.js +1 -1
- package/Shaders/filter.fragment.js.map +1 -1
- package/Shaders/fxaa.vertex.js +1 -1
- package/Shaders/fxaa.vertex.js.map +1 -1
- package/Shaders/geometry.vertex.d.ts +2 -0
- package/Shaders/geometry.vertex.js +3 -1
- package/Shaders/geometry.vertex.js.map +1 -1
- package/Shaders/glowBlurPostProcess.fragment.js +1 -1
- package/Shaders/glowBlurPostProcess.fragment.js.map +1 -1
- package/Shaders/glowMapGeneration.fragment.js +1 -1
- package/Shaders/glowMapGeneration.fragment.js.map +1 -1
- package/Shaders/glowMapGeneration.vertex.d.ts +2 -0
- package/Shaders/glowMapGeneration.vertex.js +3 -1
- package/Shaders/glowMapGeneration.vertex.js.map +1 -1
- package/Shaders/glowMapMerge.fragment.js +1 -1
- package/Shaders/glowMapMerge.fragment.js.map +1 -1
- package/Shaders/glowMapMerge.vertex.js +1 -1
- package/Shaders/glowMapMerge.vertex.js.map +1 -1
- package/Shaders/grain.fragment.js +1 -1
- package/Shaders/grain.fragment.js.map +1 -1
- package/Shaders/hdrFiltering.vertex.js +1 -1
- package/Shaders/hdrFiltering.vertex.js.map +1 -1
- package/Shaders/highlights.fragment.js +1 -1
- package/Shaders/highlights.fragment.js.map +1 -1
- package/Shaders/imageProcessing.fragment.js +1 -1
- package/Shaders/imageProcessing.fragment.js.map +1 -1
- package/Shaders/kernelBlur.fragment.js +1 -1
- package/Shaders/kernelBlur.fragment.js.map +1 -1
- package/Shaders/kernelBlur.vertex.js +1 -1
- package/Shaders/kernelBlur.vertex.js.map +1 -1
- package/Shaders/layer.fragment.js +1 -1
- package/Shaders/layer.fragment.js.map +1 -1
- package/Shaders/layer.vertex.js +1 -1
- package/Shaders/layer.vertex.js.map +1 -1
- package/Shaders/lensFlare.fragment.js +1 -1
- package/Shaders/lensFlare.fragment.js.map +1 -1
- package/Shaders/lensFlare.vertex.js +1 -1
- package/Shaders/lensFlare.vertex.js.map +1 -1
- package/Shaders/lensHighlights.fragment.js +1 -1
- package/Shaders/lensHighlights.fragment.js.map +1 -1
- package/Shaders/line.fragment.js +1 -1
- package/Shaders/line.fragment.js.map +1 -1
- package/Shaders/line.vertex.js +1 -1
- package/Shaders/line.vertex.js.map +1 -1
- package/Shaders/minmaxRedux.fragment.js +1 -1
- package/Shaders/minmaxRedux.fragment.js.map +1 -1
- package/Shaders/motionBlur.fragment.js +1 -1
- package/Shaders/motionBlur.fragment.js.map +1 -1
- package/Shaders/noise.fragment.js +1 -1
- package/Shaders/noise.fragment.js.map +1 -1
- package/Shaders/outline.fragment.js +1 -1
- package/Shaders/outline.fragment.js.map +1 -1
- package/Shaders/outline.vertex.d.ts +2 -0
- package/Shaders/outline.vertex.js +3 -1
- package/Shaders/outline.vertex.js.map +1 -1
- package/Shaders/particles.fragment.js +1 -1
- package/Shaders/particles.fragment.js.map +1 -1
- package/Shaders/particles.vertex.js +1 -1
- package/Shaders/particles.vertex.js.map +1 -1
- package/Shaders/pass.fragment.js +1 -1
- package/Shaders/pass.fragment.js.map +1 -1
- package/Shaders/passCube.fragment.js +1 -1
- package/Shaders/passCube.fragment.js.map +1 -1
- package/Shaders/pbr.fragment.js +1 -1
- package/Shaders/pbr.fragment.js.map +1 -1
- package/Shaders/pbr.vertex.d.ts +2 -0
- package/Shaders/pbr.vertex.js +3 -1
- package/Shaders/pbr.vertex.js.map +1 -1
- package/Shaders/postprocess.vertex.js +1 -1
- package/Shaders/postprocess.vertex.js.map +1 -1
- package/Shaders/procedural.vertex.js +1 -1
- package/Shaders/procedural.vertex.js.map +1 -1
- package/Shaders/rgbdDecode.fragment.js +1 -1
- package/Shaders/rgbdDecode.fragment.js.map +1 -1
- package/Shaders/rgbdEncode.fragment.js +1 -1
- package/Shaders/rgbdEncode.fragment.js.map +1 -1
- package/Shaders/screenSpaceCurvature.fragment.js +1 -1
- package/Shaders/screenSpaceCurvature.fragment.js.map +1 -1
- package/Shaders/shadowMap.fragment.js +1 -1
- package/Shaders/shadowMap.fragment.js.map +1 -1
- package/Shaders/shadowMap.vertex.d.ts +2 -0
- package/Shaders/shadowMap.vertex.js +3 -1
- package/Shaders/shadowMap.vertex.js.map +1 -1
- package/Shaders/sharpen.fragment.js +1 -1
- package/Shaders/sharpen.fragment.js.map +1 -1
- package/Shaders/sprites.fragment.js +1 -1
- package/Shaders/sprites.fragment.js.map +1 -1
- package/Shaders/sprites.vertex.js +1 -1
- package/Shaders/sprites.vertex.js.map +1 -1
- package/Shaders/ssaoCombine.fragment.js +1 -1
- package/Shaders/ssaoCombine.fragment.js.map +1 -1
- package/Shaders/standard.fragment.js +1 -1
- package/Shaders/standard.fragment.js.map +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js +1 -1
- package/Shaders/stereoscopicInterlace.fragment.js.map +1 -1
- package/Shaders/subSurfaceScattering.fragment.js +1 -1
- package/Shaders/subSurfaceScattering.fragment.js.map +1 -1
- package/Shaders/tonemap.fragment.js +1 -1
- package/Shaders/tonemap.fragment.js.map +1 -1
- package/Shaders/volumetricLightScattering.fragment.js +1 -1
- package/Shaders/volumetricLightScattering.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js +1 -1
- package/Shaders/volumetricLightScatteringPass.fragment.js.map +1 -1
- package/Shaders/volumetricLightScatteringPass.vertex.d.ts +2 -0
- package/Shaders/volumetricLightScatteringPass.vertex.js +3 -1
- package/Shaders/volumetricLightScatteringPass.vertex.js.map +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js +1 -1
- package/Shaders/vrDistortionCorrection.fragment.js.map +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js +1 -1
- package/Shaders/vrMultiviewToSingleview.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimation.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/bakedVertexAnimationDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js +1 -1
- package/ShadersWGSL/ShadersInclude/bonesVertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneFragmentDeclaration.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertex.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +7 -0
- package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -0
- package/XR/features/WebXRControllerPointerSelection.d.ts +14 -0
- package/XR/features/WebXRControllerPointerSelection.js +55 -21
- package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
- package/XR/features/WebXRHandTracking.d.ts +2 -0
- package/XR/features/WebXRHandTracking.js +34 -14
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRLayers.d.ts +78 -0
- package/XR/features/WebXRLayers.js +243 -0
- package/XR/features/WebXRLayers.js.map +1 -0
- package/XR/features/WebXRNearInteraction.d.ts +1 -0
- package/XR/features/WebXRNearInteraction.js +2 -0
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/features/WebXRPlaneDetector.js +8 -12
- package/XR/features/WebXRPlaneDetector.js.map +1 -1
- package/XR/features/index.d.ts +1 -0
- package/XR/features/index.js +1 -0
- package/XR/features/index.js.map +1 -1
- package/XR/native/index.d.ts +1 -0
- package/XR/native/index.js +2 -0
- package/XR/native/index.js.map +1 -0
- package/XR/native/nativeXRRenderTarget.d.ts +44 -0
- package/XR/native/nativeXRRenderTarget.js +81 -0
- package/XR/native/nativeXRRenderTarget.js.map +1 -0
- package/XR/webXRCamera.js +2 -10
- package/XR/webXRCamera.js.map +1 -1
- package/XR/webXRExperienceHelper.js +15 -13
- package/XR/webXRExperienceHelper.js.map +1 -1
- package/XR/webXRFeaturesManager.d.ts +4 -0
- package/XR/webXRFeaturesManager.js +5 -1
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/XR/webXRLayerWrapper.d.ts +48 -0
- package/XR/webXRLayerWrapper.js +60 -0
- package/XR/webXRLayerWrapper.js.map +1 -0
- package/XR/webXRManagedOutputCanvas.d.ts +2 -1
- package/XR/webXRManagedOutputCanvas.js +36 -29
- package/XR/webXRManagedOutputCanvas.js.map +1 -1
- package/XR/webXRRenderTargetTextureProvider.d.ts +55 -0
- package/XR/webXRRenderTargetTextureProvider.js +63 -0
- package/XR/webXRRenderTargetTextureProvider.js.map +1 -0
- package/XR/webXRSessionManager.d.ts +30 -7
- package/XR/webXRSessionManager.js +62 -64
- package/XR/webXRSessionManager.js.map +1 -1
- package/XR/webXRTypes.d.ts +1 -1
- package/XR/webXRTypes.js.map +1 -1
- package/XR/webXRWebGLLayer.d.ts +36 -0
- package/XR/webXRWebGLLayer.js +69 -0
- package/XR/webXRWebGLLayer.js.map +1 -0
- package/abstractScene.d.ts +1 -1
- package/abstractScene.js +1 -1
- package/abstractScene.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/node.d.ts +30 -1
- package/node.js +12 -0
- package/node.js.map +1 -1
- package/package.json +87 -6
- package/scene.d.ts +14 -0
- package/scene.js +31 -0
- package/scene.js.map +1 -1
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +0 -66
- package/DeviceInput/Implementations/nativeDeviceInputWrapper.js.map +0 -1
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"renderingGroup.js","sourceRoot":"","sources":["../../../sourceES6/core/Rendering/renderingGroup.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAIvE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAS/C;;;;;GAKG;AACH;IAiEI;;;;;;OAMG;IACH,wBAAmB,KAAa,EAAE,KAAY,EAC1C,mBAAwE,EACxE,sBAA2E,EAC3E,wBAA6E;QAF7E,oCAAA,EAAA,0BAAwE;QACxE,uCAAA,EAAA,6BAA2E;QAC3E,yCAAA,EAAA,+BAA6E;QAH9D,UAAK,GAAL,KAAK,CAAQ;QArExB,qBAAgB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QAChD,0BAAqB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACrD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,qBAAgB,GAAG,IAAI,UAAU,CAAkB,GAAG,CAAC,CAAC;QACxD,oBAAe,GAAG,IAAI,UAAU,CAAiB,GAAG,CAAC,CAAC;QAU9D,cAAc;QACP,oBAAe,GAAG,IAAI,qBAAqB,CAAiB,EAAE,CAAC,CAAC;QAyDnE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAC/C,IAAI,CAAC,sBAAsB,GAAG,sBAAsB,CAAC;QACrD,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAC7D,CAAC;IAtDD,sBAAW,+CAAmB;QAJ9B;;;WAGG;aACH,UAA+B,KAAmD;YAC9E,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;YAClC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,kBAAkB,CAAC;aAChD;iBACI;gBACD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC,cAAc,CAAC;aACtD;QACL,CAAC;;;OAAA;IAMD,sBAAW,kDAAsB;QAJjC;;;WAGG;aACH,UAAkC,KAAmD;YACjF,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;YACrC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,qBAAqB,CAAC;aACtD;iBACI;gBACD,IAAI,CAAC,gBAAgB,GAAG,cAAc,CAAC,cAAc,CAAC;aACzD;QACL,CAAC;;;OAAA;IAMD,sBAAW,oDAAwB;QAJnC;;;WAGG;aACH,UAAoC,KAAmD;YACnF,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;aAC1C;iBACI;gBACD,IAAI,CAAC,yBAAyB,GAAG,cAAc,CAAC,6BAA6B,CAAC;aACjF;YACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QAC3D,CAAC;;;OAAA;IAoBD;;;;OAIG;IACI,+BAAM,GAAb,UAAc,oBAA2M,EAAE,aAAsB,EAAE,eAAwB,EAAE,YAAsC;QAC/S,IAAI,oBAAoB,EAAE;YACtB,oBAAoB,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC5H,OAAO;SACV;QAED,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAErC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAC5B,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;SAC9B;QAED,SAAS;QACT,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,KAAK,CAAC,EAAE;YACpC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAC7C;QAED,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACnD;QAED,IAAI,YAAY,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC7C,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,UAAU;QACV,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,cAAc,EAAE,CAAC;SACzB;QAED,YAAY;QACZ,IAAI,eAAe,EAAE;YACjB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;SACvC;QAED,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,IAAI,CAAC,4BAA4B,EAAE,CAAC;SACvC;QAED,cAAc;QACd,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxF,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;gBAC7C,IAAI,CAAC,MAAM,CAAC,oBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACxE;iBAAM;gBACH,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACvD;YACD,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC1B;QAED,yEAAyE;QACzE,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,QAAQ;QACR,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE;YAC7B,KAAK,IAAI,kBAAkB,GAAG,CAAC,EAAE,kBAAkB,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,kBAAkB,EAAE,EAAE;gBACrG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,MAAM,EAAE,CAAC;aAC1D;YAED,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC1B;QAED,yBAAyB;QACzB,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;IAC1C,CAAC;IAED;;;OAGG;IACK,2CAAkB,GAA1B,UAA2B,SAA8B;QACrD,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IAC9G,CAAC;IAED;;;OAGG;IACK,8CAAqB,GAA7B,UAA8B,SAA8B;QACxD,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,uBAAuB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IACjH,CAAC;IAED;;;OAGG;IACK,gDAAuB,GAA/B,UAAgC,SAA8B;QAC1D,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;IAClH,CAAC;IAED;;;;;;OAMG;IACY,2BAAY,GAA3B,UAA4B,SAA8B,EAAE,aAA2D,EAAE,MAAwB,EAAE,WAAoB;QACnK,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,IAAI,OAAgB,CAAC;QACrB,IAAI,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,WAAW,CAAC;QACjF,OAAO,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC5C,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACnC,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,UAAU,CAAC;YACnD,OAAO,CAAC,iBAAiB,GAAG,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,WAAW,EAAE,cAAc,CAAC,CAAC;SACtH;QAED,IAAI,WAAW,GAAG,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;QAE5D,IAAI,aAAa,EAAE;YACf,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SACnC;QAED,KAAK,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,WAAW,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC1D,OAAO,GAAG,WAAW,CAAC,QAAQ,CAAC,CAAC;YAEhC,IAAI,WAAW,EAAE;gBACb,IAAI,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;gBAErC,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE;oBACvC,IAAI,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;oBAC7C,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;oBAC5B,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;oBACvB,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;oBACtB,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;iBAC9B;aACJ;YAED,OAAO,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;SAC/B;IACL,CAAC;IAED;;;OAGG;IACY,6BAAc,GAA7B,UAA8B,SAA8B;QACxD,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC5D,IAAI,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;SACzB;IACL,CAAC;IAED;;;;;;;OAOG;IACW,4CAA6B,GAA3C,UAA4C,CAAU,EAAE,CAAU;QAC9D,oBAAoB;QACpB,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;YAC/B,OAAO,CAAC,CAAC;SACZ;QACD,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;YAC/B,OAAO,CAAC,CAAC,CAAC;SACb;QAED,0BAA0B;QAC1B,OAAO,cAAc,CAAC,sBAAsB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;;OAOG;IACW,qCAAsB,GAApC,UAAqC,CAAU,EAAE,CAAU;QACvD,0BAA0B;QAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC;SACZ;QACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC,CAAC;SACb;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;;;OAOG;IACW,qCAAsB,GAApC,UAAqC,CAAU,EAAE,CAAU;QACvD,0BAA0B;QAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC,CAAC;SACb;QACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;OAEG;IACI,gCAAO,GAAd;QACI,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;IACjC,CAAC;IAEM,gCAAO,GAAd;QACI,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,qBAAqB,CAAC,OAAO,EAAE,CAAC;QACrC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;IACnC,CAAC;IAED;;;;;OAKG;IACI,iCAAQ,GAAf,UAAgB,OAAgB,EAAE,IAAmB,EAAE,QAA6B;QAChF,yCAAyC;QACzC,IAAI,IAAI,KAAK,SAAS,EAAE;YACpB,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;SAC5B;QACD,IAAI,QAAQ,KAAK,SAAS,EAAE;YACxB,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;SACpC;QAED,IAAI,QAAQ,KAAK,IAAI,IAAI,QAAQ,KAAK,SAAS,EAAE;YAC7C,OAAO;SACV;QAED,IAAI,QAAQ,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,EAAE,cAAc;YACzD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAC5C;aAAM,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE,EAAE,aAAa;YACnD,IAAI,QAAQ,CAAC,gBAAgB,EAAE;gBAC3B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC1C;YAED,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAC1C;aAAM;YACH,IAAI,QAAQ,CAAC,gBAAgB,EAAE;gBAC3B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC1C;YAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;SACjD;QAED,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAE5B,IAAI,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE;YACtD,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SAC7D;IACL,CAAC;IAEM,wCAAe,GAAtB,UAAuB,aAA6B;QAChD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC7C,CAAC;IAEM,0CAAiB,GAAxB,UAAyB,cAA+B;QACpD,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;IAC/C,CAAC;IAEO,yCAAgB,GAAxB,UAAyB,YAAsC;QAC3D,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,KAAK,CAAC,EAAE;YACpC,OAAO;SACV;QAED,YAAY;QACZ,IAAI,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAC5C,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9E,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE;YACvF,IAAI,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE/D,IAAI,CAAC,YAAY,IAAI,YAAY,CAAC,SAAS,GAAG,cAAc,CAAC,SAAS,CAAC,KAAK,CAAC,EAAE;gBAC3E,SAAS;aACZ;YAED,IAAI,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;YAC1C,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,YAAY,IAAI,YAAY,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE;gBAC5E,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,KAAK,CAAC,CAAC;aACzE;SACJ;QACD,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAEjF,CAAC;IAEO,uCAAc,GAAtB;QACI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,EAAE;YAClE,OAAO;SACV;QAED,UAAU;QACV,IAAI,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAC5C,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5E,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE;YACrD,IAAI,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAElD,IAAI,CAAC,CAAC,YAAY,IAAI,YAAY,CAAC,SAAS,GAAG,aAAa,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,EAAE;gBAC5E,aAAa,CAAC,MAAM,EAAE,CAAC;aAC1B;SACJ;QACD,IAAI,CAAC,MAAM,CAAC,iCAAiC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC/E,CAAC;IAvZc,0BAAW,GAA2B,OAAO,CAAC,IAAI,EAAE,CAAC;IAwZxE,qBAAC;CAAA,AAzZD,IAyZC;SAzZY,cAAc","sourcesContent":["import { SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport { ISpriteManager } from \"../Sprites/spriteManager\";\r\n\r\nimport { Material } from \"../Materials/material\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nexport class RenderingGroup {\r\n private static _zeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @hidden */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this.renderOpaqueSorted;\r\n }\r\n else {\r\n this._renderOpaque = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this.renderAlphaTestSorted;\r\n }\r\n else {\r\n this._renderAlphaTest = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n }\r\n else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this.renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(public index: number, scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n var stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(0);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(0);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param cameraPosition The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static renderSorted(subMeshes: SmartArray<SubMesh>, sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>, camera: Nullable<Camera>, transparent: boolean): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n let cameraPosition = camera ? camera.globalPosition : RenderingGroup._zeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n\r\n let sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (transparent) {\r\n let material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n let engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(0);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static renderUnsorted(subMeshes: SmartArray<SubMesh>): void {\r\n for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n let submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) { // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) { // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n var particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n let emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (var id = 0; id < this._spriteManagers.length; id++) {\r\n var spriteManager = this._spriteManagers.data[id];\r\n\r\n if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"renderingGroup.js","sourceRoot":"","sources":["../../../sourceES6/core/Rendering/renderingGroup.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,qBAAqB,EAAE,MAAM,oBAAoB,CAAC;AAIvE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAS/C;;;;;GAKG;AACH;IAiEI;;;;;;OAMG;IACH,wBAAmB,KAAa,EAAE,KAAY,EAC1C,mBAAwE,EACxE,sBAA2E,EAC3E,wBAA6E;QAF7E,oCAAA,EAAA,0BAAwE;QACxE,uCAAA,EAAA,6BAA2E;QAC3E,yCAAA,EAAA,+BAA6E;QAH9D,UAAK,GAAL,KAAK,CAAQ;QArExB,qBAAgB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QAChD,0BAAqB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACrD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,wBAAmB,GAAG,IAAI,UAAU,CAAU,GAAG,CAAC,CAAC;QACnD,qBAAgB,GAAG,IAAI,UAAU,CAAkB,GAAG,CAAC,CAAC;QACxD,oBAAe,GAAG,IAAI,UAAU,CAAiB,GAAG,CAAC,CAAC;QAU9D,cAAc;QACP,oBAAe,GAAG,IAAI,qBAAqB,CAAiB,EAAE,CAAC,CAAC;QAyDnE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,mBAAmB,GAAG,mBAAmB,CAAC;QAC/C,IAAI,CAAC,sBAAsB,GAAG,sBAAsB,CAAC;QACrD,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAC7D,CAAC;IAtDD,sBAAW,+CAAmB;QAJ9B;;;WAGG;aACH,UAA+B,KAAmD;YAC9E,IAAI,CAAC,oBAAoB,GAAG,KAAK,CAAC;YAClC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,kBAAkB,CAAC;aAChD;iBACI;gBACD,IAAI,CAAC,aAAa,GAAG,cAAc,CAAC,cAAc,CAAC;aACtD;QACL,CAAC;;;OAAA;IAMD,sBAAW,kDAAsB;QAJjC;;;WAGG;aACH,UAAkC,KAAmD;YACjF,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;YACrC,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,qBAAqB,CAAC;aACtD;iBACI;gBACD,IAAI,CAAC,gBAAgB,GAAG,cAAc,CAAC,cAAc,CAAC;aACzD;QACL,CAAC;;;OAAA;IAMD,sBAAW,oDAAwB;QAJnC;;;WAGG;aACH,UAAoC,KAAmD;YACnF,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,yBAAyB,GAAG,KAAK,CAAC;aAC1C;iBACI;gBACD,IAAI,CAAC,yBAAyB,GAAG,cAAc,CAAC,6BAA6B,CAAC;aACjF;YACD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC,uBAAuB,CAAC;QAC3D,CAAC;;;OAAA;IAoBD;;;;OAIG;IACI,+BAAM,GAAb,UAAc,oBAA2M,EAAE,aAAsB,EAAE,eAAwB,EAAE,YAAsC;QAC/S,IAAI,oBAAoB,EAAE;YACtB,oBAAoB,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,mBAAmB,EAAE,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAC5H,OAAO;SACV;QAED,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;QAErC,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;YAC5B,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;YAChD,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;SAC9B;QAED,SAAS;QACT,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,KAAK,CAAC,EAAE;YACpC,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;SAC7C;QAED,aAAa;QACb,IAAI,IAAI,CAAC,mBAAmB,CAAC,MAAM,KAAK,CAAC,EAAE;YACvC,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,mBAAmB,CAAC,CAAC;SACnD;QAED,IAAI,YAAY,GAAG,MAAM,CAAC,gBAAgB,EAAE,CAAC;QAC7C,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,UAAU;QACV,IAAI,aAAa,EAAE;YACf,IAAI,CAAC,cAAc,EAAE,CAAC;SACzB;QAED,YAAY;QACZ,IAAI,eAAe,EAAE;YACjB,IAAI,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;SACvC;QAED,IAAI,IAAI,CAAC,4BAA4B,EAAE;YACnC,IAAI,CAAC,4BAA4B,EAAE,CAAC;SACvC;QAED,cAAc;QACd,IAAI,IAAI,CAAC,qBAAqB,CAAC,MAAM,KAAK,CAAC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxF,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;YACtC,IAAI,IAAI,CAAC,MAAM,CAAC,+BAA+B,EAAE;gBAC7C,IAAM,cAAc,GAAG,IAAI,CAAC,MAAM,CAAC,oBAAqB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAC5F,IAAI,cAAc,CAAC,MAAM,EAAE;oBACvB,sEAAsE;oBACtE,IAAI,CAAC,kBAAkB,CAAC,cAAc,CAAC,CAAC;iBAC3C;aACJ;iBAAM;gBACH,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aACvD;YACD,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC1B;QAED,yEAAyE;QACzE,MAAM,CAAC,gBAAgB,CAAC,KAAK,CAAC,CAAC;QAE/B,QAAQ;QACR,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE;YAC7B,KAAK,IAAI,kBAAkB,GAAG,CAAC,EAAE,kBAAkB,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,kBAAkB,EAAE,EAAE;gBACrG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC,MAAM,EAAE,CAAC;aAC1D;YAED,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;SAC1B;QAED,yBAAyB;QACzB,MAAM,CAAC,gBAAgB,CAAC,YAAY,CAAC,CAAC;IAC1C,CAAC;IAED;;;OAGG;IACK,2CAAkB,GAA1B,UAA2B,SAA8B;QACrD,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,oBAAoB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IAC9G,CAAC;IAED;;;OAGG;IACK,8CAAqB,GAA7B,UAA8B,SAA8B;QACxD,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,uBAAuB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC;IACjH,CAAC;IAED;;;OAGG;IACK,gDAAuB,GAA/B,UAAgC,SAA8B;QAC1D,OAAO,cAAc,CAAC,YAAY,CAAC,SAAS,EAAE,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,IAAI,CAAC,CAAC;IAClH,CAAC;IAED;;;;;;OAMG;IACY,2BAAY,GAA3B,UAA4B,SAA8B,EAAE,aAA2D,EAAE,MAAwB,EAAE,WAAoB;QACnK,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,IAAI,OAAgB,CAAC;QACrB,IAAI,cAAc,GAAG,MAAM,CAAC,CAAC,CAAC,MAAM,CAAC,cAAc,CAAC,CAAC,CAAC,cAAc,CAAC,WAAW,CAAC;QACjF,OAAO,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC5C,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACnC,OAAO,CAAC,WAAW,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC,UAAU,CAAC;YACnD,OAAO,CAAC,iBAAiB,GAAG,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,eAAe,EAAE,CAAC,cAAc,CAAC,WAAW,EAAE,cAAc,CAAC,CAAC;SACtH;QAED,IAAI,WAAW,GAAG,SAAS,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,SAAS,CAAC,MAAM,CAAC,CAAC;QAE5D,IAAI,aAAa,EAAE;YACf,WAAW,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;SACnC;QAED,KAAK,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,WAAW,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC1D,OAAO,GAAG,WAAW,CAAC,QAAQ,CAAC,CAAC;YAEhC,IAAI,WAAW,EAAE;gBACb,IAAI,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;gBAErC,IAAI,QAAQ,IAAI,QAAQ,CAAC,gBAAgB,EAAE;oBACvC,IAAI,MAAM,GAAG,QAAQ,CAAC,QAAQ,EAAE,CAAC,SAAS,EAAE,CAAC;oBAC7C,MAAM,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;oBAC5B,MAAM,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;oBACvB,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;oBACtB,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;iBAC9B;aACJ;YAED,OAAO,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;SAC/B;IACL,CAAC;IAED;;;OAGG;IACY,6BAAc,GAA7B,UAA8B,SAA8B;QACxD,KAAK,IAAI,QAAQ,GAAG,CAAC,EAAE,QAAQ,GAAG,SAAS,CAAC,MAAM,EAAE,QAAQ,EAAE,EAAE;YAC5D,IAAI,OAAO,GAAG,SAAS,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;YACvC,OAAO,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;SACzB;IACL,CAAC;IAED;;;;;;;OAOG;IACW,4CAA6B,GAA3C,UAA4C,CAAU,EAAE,CAAU;QAC9D,oBAAoB;QACpB,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;YAC/B,OAAO,CAAC,CAAC;SACZ;QACD,IAAI,CAAC,CAAC,WAAW,GAAG,CAAC,CAAC,WAAW,EAAE;YAC/B,OAAO,CAAC,CAAC,CAAC;SACb;QAED,0BAA0B;QAC1B,OAAO,cAAc,CAAC,sBAAsB,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;IACvD,CAAC;IAED;;;;;;;OAOG;IACW,qCAAsB,GAApC,UAAqC,CAAU,EAAE,CAAU;QACvD,0BAA0B;QAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC;SACZ;QACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC,CAAC;SACb;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;;;;;;OAOG;IACW,qCAAsB,GAApC,UAAqC,CAAU,EAAE,CAAU;QACvD,0BAA0B;QAC1B,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC,CAAC;SACb;QACD,IAAI,CAAC,CAAC,iBAAiB,GAAG,CAAC,CAAC,iBAAiB,EAAE;YAC3C,OAAO,CAAC,CAAC;SACZ;QAED,OAAO,CAAC,CAAC;IACb,CAAC;IAED;;OAEG;IACI,gCAAO,GAAd;QACI,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;QAC7B,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;IACjC,CAAC;IAEM,gCAAO,GAAd;QACI,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,qBAAqB,CAAC,OAAO,EAAE,CAAC;QACrC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,OAAO,EAAE,CAAC;QACnC,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAChC,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;QAC/B,IAAI,CAAC,eAAe,CAAC,OAAO,EAAE,CAAC;IACnC,CAAC;IAED;;;;;OAKG;IACI,iCAAQ,GAAf,UAAgB,OAAgB,EAAE,IAAmB,EAAE,QAA6B;QAChF,yCAAyC;QACzC,IAAI,IAAI,KAAK,SAAS,EAAE;YACpB,IAAI,GAAG,OAAO,CAAC,OAAO,EAAE,CAAC;SAC5B;QACD,IAAI,QAAQ,KAAK,SAAS,EAAE;YACxB,QAAQ,GAAG,OAAO,CAAC,WAAW,EAAE,CAAC;SACpC;QAED,IAAI,QAAQ,KAAK,IAAI,IAAI,QAAQ,KAAK,SAAS,EAAE;YAC7C,OAAO;SACV;QAED,IAAI,QAAQ,CAAC,wBAAwB,CAAC,IAAI,CAAC,EAAE,EAAE,cAAc;YACzD,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAC5C;aAAM,IAAI,QAAQ,CAAC,gBAAgB,EAAE,EAAE,EAAE,aAAa;YACnD,IAAI,QAAQ,CAAC,gBAAgB,EAAE;gBAC3B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC1C;YAED,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;SAC1C;aAAM;YACH,IAAI,QAAQ,CAAC,gBAAgB,EAAE;gBAC3B,IAAI,CAAC,mBAAmB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC1C;YAED,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,SAAS;SACjD;QAED,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAE5B,IAAI,IAAI,CAAC,cAAc,IAAI,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE;YACtD,IAAI,CAAC,eAAe,CAAC,eAAe,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;SAC7D;IACL,CAAC;IAEM,wCAAe,GAAtB,UAAuB,aAA6B;QAChD,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;IAC7C,CAAC;IAEM,0CAAiB,GAAxB,UAAyB,cAA+B;QACpD,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;IAC/C,CAAC;IAEO,yCAAgB,GAAxB,UAAyB,YAAsC;QAC3D,IAAI,IAAI,CAAC,gBAAgB,CAAC,MAAM,KAAK,CAAC,EAAE;YACpC,OAAO;SACV;QAED,YAAY;QACZ,IAAI,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAC5C,IAAI,CAAC,MAAM,CAAC,oCAAoC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9E,KAAK,IAAI,aAAa,GAAG,CAAC,EAAE,aAAa,GAAG,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,aAAa,EAAE,EAAE;YACvF,IAAI,cAAc,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAE/D,IAAI,CAAC,YAAY,IAAI,YAAY,CAAC,SAAS,GAAG,cAAc,CAAC,SAAS,CAAC,KAAK,CAAC,EAAE;gBAC3E,SAAS;aACZ;YAED,IAAI,OAAO,GAAQ,cAAc,CAAC,OAAO,CAAC;YAC1C,IAAI,CAAC,OAAO,CAAC,QAAQ,IAAI,CAAC,YAAY,IAAI,YAAY,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,EAAE;gBAC5E,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC,QAAQ,CAAC,cAAc,CAAC,MAAM,EAAE,EAAE,KAAK,CAAC,CAAC;aACzE;SACJ;QACD,IAAI,CAAC,MAAM,CAAC,mCAAmC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAEjF,CAAC;IAEO,uCAAc,GAAtB;QACI,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,KAAK,CAAC,EAAE;YAClE,OAAO;SACV;QAED,UAAU;QACV,IAAI,YAAY,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;QAC5C,IAAI,CAAC,MAAM,CAAC,kCAAkC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC5E,KAAK,IAAI,EAAE,GAAG,CAAC,EAAE,EAAE,GAAG,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,EAAE,EAAE,EAAE;YACrD,IAAI,aAAa,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YAElD,IAAI,CAAC,CAAC,YAAY,IAAI,YAAY,CAAC,SAAS,GAAG,aAAa,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC,EAAE;gBAC5E,aAAa,CAAC,MAAM,EAAE,CAAC;aAC1B;SACJ;QACD,IAAI,CAAC,MAAM,CAAC,iCAAiC,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;IAC/E,CAAC;IA3Zc,0BAAW,GAA2B,OAAO,CAAC,IAAI,EAAE,CAAC;IA4ZxE,qBAAC;CAAA,AA7ZD,IA6ZC;SA7ZY,cAAc","sourcesContent":["import { SmartArray, SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport { SubMesh } from \"../Meshes/subMesh\";\r\nimport { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Nullable, DeepImmutable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { IParticleSystem } from \"../Particles/IParticleSystem\";\r\nimport { IEdgesRenderer } from \"./edgesRenderer\";\r\nimport { ISpriteManager } from \"../Sprites/spriteManager\";\r\n\r\nimport { Material } from \"../Materials/material\";\r\nimport { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\n\r\n/**\r\n * This represents the object necessary to create a rendering group.\r\n * This is exclusively used and created by the rendering manager.\r\n * To modify the behavior, you use the available helpers in your scene or meshes.\r\n * @hidden\r\n */\r\nexport class RenderingGroup {\r\n private static _zeroVector: DeepImmutable<Vector3> = Vector3.Zero();\r\n private _scene: Scene;\r\n private _opaqueSubMeshes = new SmartArray<SubMesh>(256);\r\n private _transparentSubMeshes = new SmartArray<SubMesh>(256);\r\n private _alphaTestSubMeshes = new SmartArray<SubMesh>(256);\r\n private _depthOnlySubMeshes = new SmartArray<SubMesh>(256);\r\n private _particleSystems = new SmartArray<IParticleSystem>(256);\r\n private _spriteManagers = new SmartArray<ISpriteManager>(256);\r\n\r\n private _opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;\r\n private _transparentSortCompareFn: (a: SubMesh, b: SubMesh) => number;\r\n\r\n private _renderOpaque: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void;\r\n private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void;\r\n\r\n /** @hidden */\r\n public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);\r\n\r\n public onBeforeTransparentRendering: () => void;\r\n\r\n /**\r\n * Set the opaque sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._opaqueSortCompareFn = value;\r\n if (value) {\r\n this._renderOpaque = this.renderOpaqueSorted;\r\n }\r\n else {\r\n this._renderOpaque = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the alpha test sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n this._alphaTestSortCompareFn = value;\r\n if (value) {\r\n this._renderAlphaTest = this.renderAlphaTestSorted;\r\n }\r\n else {\r\n this._renderAlphaTest = RenderingGroup.renderUnsorted;\r\n }\r\n }\r\n\r\n /**\r\n * Set the transparent sort comparison function.\r\n * If null the sub meshes will be render in the order they were created\r\n */\r\n public set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>) {\r\n if (value) {\r\n this._transparentSortCompareFn = value;\r\n }\r\n else {\r\n this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;\r\n }\r\n this._renderTransparent = this.renderTransparentSorted;\r\n }\r\n\r\n /**\r\n * Creates a new rendering group.\r\n * @param index The rendering group index\r\n * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied\r\n * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied\r\n * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied\r\n */\r\n constructor(public index: number, scene: Scene,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null) {\r\n this._scene = scene;\r\n\r\n this.opaqueSortCompareFn = opaqueSortCompareFn;\r\n this.alphaTestSortCompareFn = alphaTestSortCompareFn;\r\n this.transparentSortCompareFn = transparentSortCompareFn;\r\n }\r\n\r\n /**\r\n * Render all the sub meshes contained in the group.\r\n * @param customRenderFunction Used to override the default render behaviour of the group.\r\n * @returns true if rendered some submeshes.\r\n */\r\n public render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (customRenderFunction) {\r\n customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);\r\n return;\r\n }\r\n\r\n var engine = this._scene.getEngine();\r\n\r\n // Depth only\r\n if (this._depthOnlySubMeshes.length !== 0) {\r\n engine.setColorWrite(false);\r\n this._renderAlphaTest(this._depthOnlySubMeshes);\r\n engine.setColorWrite(true);\r\n }\r\n\r\n // Opaque\r\n if (this._opaqueSubMeshes.length !== 0) {\r\n this._renderOpaque(this._opaqueSubMeshes);\r\n }\r\n\r\n // Alpha test\r\n if (this._alphaTestSubMeshes.length !== 0) {\r\n this._renderAlphaTest(this._alphaTestSubMeshes);\r\n }\r\n\r\n var stencilState = engine.getStencilBuffer();\r\n engine.setStencilBuffer(false);\r\n\r\n // Sprites\r\n if (renderSprites) {\r\n this._renderSprites();\r\n }\r\n\r\n // Particles\r\n if (renderParticles) {\r\n this._renderParticles(activeMeshes);\r\n }\r\n\r\n if (this.onBeforeTransparentRendering) {\r\n this.onBeforeTransparentRendering();\r\n }\r\n\r\n // Transparent\r\n if (this._transparentSubMeshes.length !== 0 || this._scene.useOrderIndependentTransparency) {\r\n engine.setStencilBuffer(stencilState);\r\n if (this._scene.useOrderIndependentTransparency) {\r\n const excludedMeshes = this._scene.depthPeelingRenderer!.render(this._transparentSubMeshes);\r\n if (excludedMeshes.length) {\r\n // Render leftover meshes that could not be processed by depth peeling\r\n this._renderTransparent(excludedMeshes);\r\n }\r\n } else {\r\n this._renderTransparent(this._transparentSubMeshes);\r\n }\r\n engine.setAlphaMode(0);\r\n }\r\n\r\n // Set back stencil to false in case it changes before the edge renderer.\r\n engine.setStencilBuffer(false);\r\n\r\n // Edges\r\n if (this._edgesRenderers.length) {\r\n for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {\r\n this._edgesRenderers.data[edgesRendererIndex].render();\r\n }\r\n\r\n engine.setAlphaMode(0);\r\n }\r\n\r\n // Restore Stencil state.\r\n engine.setStencilBuffer(stencilState);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the opaqueSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderOpaqueSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the alphatestSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderAlphaTestSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);\r\n }\r\n\r\n /**\r\n * Renders the opaque submeshes in the order from the transparentSortCompareFn.\r\n * @param subMeshes The submeshes to render\r\n */\r\n private renderTransparentSorted(subMeshes: SmartArray<SubMesh>): void {\r\n return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);\r\n }\r\n\r\n /**\r\n * Renders the submeshes in a specified order.\r\n * @param subMeshes The submeshes to sort before render\r\n * @param sortCompareFn The comparison function use to sort\r\n * @param cameraPosition The camera position use to preprocess the submeshes to help sorting\r\n * @param transparent Specifies to activate blending if true\r\n */\r\n private static renderSorted(subMeshes: SmartArray<SubMesh>, sortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>, camera: Nullable<Camera>, transparent: boolean): void {\r\n let subIndex = 0;\r\n let subMesh: SubMesh;\r\n let cameraPosition = camera ? camera.globalPosition : RenderingGroup._zeroVector;\r\n for (; subIndex < subMeshes.length; subIndex++) {\r\n subMesh = subMeshes.data[subIndex];\r\n subMesh._alphaIndex = subMesh.getMesh().alphaIndex;\r\n subMesh._distanceToCamera = Vector3.Distance(subMesh.getBoundingInfo().boundingSphere.centerWorld, cameraPosition);\r\n }\r\n\r\n let sortedArray = subMeshes.data.slice(0, subMeshes.length);\r\n\r\n if (sortCompareFn) {\r\n sortedArray.sort(sortCompareFn);\r\n }\r\n\r\n for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {\r\n subMesh = sortedArray[subIndex];\r\n\r\n if (transparent) {\r\n let material = subMesh.getMaterial();\r\n\r\n if (material && material.needDepthPrePass) {\r\n let engine = material.getScene().getEngine();\r\n engine.setColorWrite(false);\r\n engine.setAlphaMode(0);\r\n subMesh.render(false);\r\n engine.setColorWrite(true);\r\n }\r\n }\r\n\r\n subMesh.render(transparent);\r\n }\r\n }\r\n\r\n /**\r\n * Renders the submeshes in the order they were dispatched (no sort applied).\r\n * @param subMeshes The submeshes to render\r\n */\r\n private static renderUnsorted(subMeshes: SmartArray<SubMesh>): void {\r\n for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {\r\n let submesh = subMeshes.data[subIndex];\r\n submesh.render(false);\r\n }\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front if in the same alpha index.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Alpha index first\r\n if (a._alphaIndex > b._alphaIndex) {\r\n return 1;\r\n }\r\n if (a._alphaIndex < b._alphaIndex) {\r\n return -1;\r\n }\r\n\r\n // Then distance to camera\r\n return RenderingGroup.backToFrontSortCompare(a, b);\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered back to front.\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static backToFrontSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return 1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)\r\n * are rendered front to back (prevent overdraw).\r\n *\r\n * @param a The first submesh\r\n * @param b The second submesh\r\n * @returns The result of the comparison\r\n */\r\n public static frontToBackSortCompare(a: SubMesh, b: SubMesh): number {\r\n // Then distance to camera\r\n if (a._distanceToCamera < b._distanceToCamera) {\r\n return -1;\r\n }\r\n if (a._distanceToCamera > b._distanceToCamera) {\r\n return 1;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Resets the different lists of submeshes to prepare a new frame.\r\n */\r\n public prepare(): void {\r\n this._opaqueSubMeshes.reset();\r\n this._transparentSubMeshes.reset();\r\n this._alphaTestSubMeshes.reset();\r\n this._depthOnlySubMeshes.reset();\r\n this._particleSystems.reset();\r\n this._spriteManagers.reset();\r\n this._edgesRenderers.reset();\r\n }\r\n\r\n public dispose(): void {\r\n this._opaqueSubMeshes.dispose();\r\n this._transparentSubMeshes.dispose();\r\n this._alphaTestSubMeshes.dispose();\r\n this._depthOnlySubMeshes.dispose();\r\n this._particleSystems.dispose();\r\n this._spriteManagers.dispose();\r\n this._edgesRenderers.dispose();\r\n }\r\n\r\n /**\r\n * Inserts the submesh in its correct queue depending on its material.\r\n * @param subMesh The submesh to dispatch\r\n * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.\r\n * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.\r\n */\r\n public dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void {\r\n // Get mesh and materials if not provided\r\n if (mesh === undefined) {\r\n mesh = subMesh.getMesh();\r\n }\r\n if (material === undefined) {\r\n material = subMesh.getMaterial();\r\n }\r\n\r\n if (material === null || material === undefined) {\r\n return;\r\n }\r\n\r\n if (material.needAlphaBlendingForMesh(mesh)) { // Transparent\r\n this._transparentSubMeshes.push(subMesh);\r\n } else if (material.needAlphaTesting()) { // Alpha test\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._alphaTestSubMeshes.push(subMesh);\r\n } else {\r\n if (material.needDepthPrePass) {\r\n this._depthOnlySubMeshes.push(subMesh);\r\n }\r\n\r\n this._opaqueSubMeshes.push(subMesh); // Opaque\r\n }\r\n\r\n mesh._renderingGroup = this;\r\n\r\n if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {\r\n this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);\r\n }\r\n }\r\n\r\n public dispatchSprites(spriteManager: ISpriteManager) {\r\n this._spriteManagers.push(spriteManager);\r\n }\r\n\r\n public dispatchParticles(particleSystem: IParticleSystem) {\r\n this._particleSystems.push(particleSystem);\r\n }\r\n\r\n private _renderParticles(activeMeshes: Nullable<AbstractMesh[]>): void {\r\n if (this._particleSystems.length === 0) {\r\n return;\r\n }\r\n\r\n // Particles\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);\r\n for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {\r\n var particleSystem = this._particleSystems.data[particleIndex];\r\n\r\n if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {\r\n continue;\r\n }\r\n\r\n let emitter: any = particleSystem.emitter;\r\n if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {\r\n this._scene._activeParticles.addCount(particleSystem.render(), false);\r\n }\r\n }\r\n this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);\r\n\r\n }\r\n\r\n private _renderSprites(): void {\r\n if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {\r\n return;\r\n }\r\n\r\n // Sprites\r\n var activeCamera = this._scene.activeCamera;\r\n this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);\r\n for (var id = 0; id < this._spriteManagers.length; id++) {\r\n var spriteManager = this._spriteManagers.data[id];\r\n\r\n if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {\r\n spriteManager.render();\r\n }\r\n }\r\n this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);\r\n }\r\n}\r\n"]}
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
|
+
var name = 'bakedVertexAnimation';
|
|
3
|
+
var shader = "#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\n\nfloat VATStartFrame=BVASNAME.x;\nfloat VATEndFrame=BVASNAME.y;\nfloat VATOffsetFrame=BVASNAME.z;\nfloat VATSpeed=BVASNAME.w;\nfloat totalFrames=VATEndFrame-VATStartFrame+1.0;\nfloat time=bakedVertexAnimationTime*VATSpeed/totalFrames;\n\nfloat frameCorrection=time<1.0 ? 0.0 : 1.0;\nfloat numOfFrames=totalFrames-frameCorrection;\nfloat VATFrameNum=fract(time)*numOfFrames;\nVATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);\nVATFrameNum=floor(VATFrameNum);\nVATFrameNum+=VATStartFrame+frameCorrection;\nmat4 VATInfluence;\nVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;\n}\n#endif";
|
|
4
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
|
+
/** @hidden */
|
|
6
|
+
export var bakedVertexAnimation = { name: name, shader: shader };
|
|
7
|
+
//# sourceMappingURL=bakedVertexAnimation.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"bakedVertexAnimation.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bakedVertexAnimation.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,i/DA8CN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,oBAAoB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'bakedVertexAnimation';\nlet shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\n{\n#ifdef INSTANCES\n#define BVASNAME bakedVertexAnimationSettingsInstanced\n#else\n#define BVASNAME bakedVertexAnimationSettings\n#endif\n\nfloat VATStartFrame=BVASNAME.x;\nfloat VATEndFrame=BVASNAME.y;\nfloat VATOffsetFrame=BVASNAME.z;\nfloat VATSpeed=BVASNAME.w;\nfloat totalFrames=VATEndFrame-VATStartFrame+1.0;\nfloat time=bakedVertexAnimationTime*VATSpeed/totalFrames;\n\nfloat frameCorrection=time<1.0 ? 0.0 : 1.0;\nfloat numOfFrames=totalFrames-frameCorrection;\nfloat VATFrameNum=fract(time)*numOfFrames;\nVATFrameNum=mod(VATFrameNum+VATOffsetFrame,numOfFrames);\nVATFrameNum=floor(VATFrameNum);\nVATFrameNum+=VATStartFrame+frameCorrection;\nmat4 VATInfluence;\nVATInfluence=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[0],VATFrameNum)*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[1],VATFrameNum)*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[2],VATFrameNum)*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndices[3],VATFrameNum)*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[0],VATFrameNum)*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[1],VATFrameNum)*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[2],VATFrameNum)*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\nVATInfluence+=readMatrixFromRawSamplerVAT(bakedVertexAnimationTexture,matricesIndicesExtra[3],VATFrameNum)*matricesWeightsExtra[3];\n#endif\nfinalWorld=finalWorld*VATInfluence;\n}\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bakedVertexAnimation = { name, shader };\n"]}
|
|
@@ -0,0 +1,7 @@
|
|
|
1
|
+
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
|
+
var name = 'bakedVertexAnimationDeclaration';
|
|
3
|
+
var shader = "#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;\nuniform vec2 bakedVertexAnimationTextureSizeInverted;\nuniform vec4 bakedVertexAnimationSettings;\nuniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{\nfloat offset=index*4.0;\nfloat frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;\nfloat dx=bakedVertexAnimationTextureSizeInverted.x;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif";
|
|
4
|
+
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
|
+
/** @hidden */
|
|
6
|
+
export var bakedVertexAnimationDeclaration = { name: name, shader: shader };
|
|
7
|
+
//# sourceMappingURL=bakedVertexAnimationDeclaration.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"bakedVertexAnimationDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bakedVertexAnimationDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,iCAAiC,CAAC;AAC7C,IAAI,MAAM,GAAG,syBAoBN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,+BAA+B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'bakedVertexAnimationDeclaration';\nlet shader = `#ifdef BAKED_VERTEX_ANIMATION_TEXTURE\nuniform float bakedVertexAnimationTime;\nuniform vec2 bakedVertexAnimationTextureSizeInverted;\nuniform vec4 bakedVertexAnimationSettings;\nuniform sampler2D bakedVertexAnimationTexture;\n#ifdef INSTANCES\nattribute vec4 bakedVertexAnimationSettingsInstanced;\n#endif\n#define inline\nmat4 readMatrixFromRawSamplerVAT(sampler2D smp,float index,float frame)\n{\nfloat offset=index*4.0;\nfloat frameUV=(frame+0.5)*bakedVertexAnimationTextureSizeInverted.y;\nfloat dx=bakedVertexAnimationTextureSizeInverted.x;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),frameUV));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),frameUV));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),frameUV));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),frameUV));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bakedVertexAnimationDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'bonesDeclaration';
|
|
3
|
-
var shader = "#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#endif\
|
|
3
|
+
var shader = "#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0;\nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif\n#endif";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var bonesDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"bonesDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bonesDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,kBAAkB,CAAC;AAC9B,IAAI,MAAM,GAAG,y2BA+BN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,gBAAgB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'bonesDeclaration';\nlet shader = `#if NUM_BONE_INFLUENCERS>0\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#ifdef BONES_VELOCITY_ENABLED\nuniform mat4 mPreviousBones[BonesPerMesh];\n#endif\n#endif\n#ifdef BONETEXTURE\n#define inline\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0;\nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bonesDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'bonesVertex';
|
|
3
|
-
var shader = "#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif";
|
|
3
|
+
var shader = "#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var bonesVertex = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,aAAa,CAAC;AACzB,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"bonesVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/bonesVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,aAAa,CAAC;AACzB,IAAI,MAAM,GAAG,w7DAoDN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,WAAW,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'bonesVertex';\nlet shader = `#ifndef BAKED_VERTEX_ANIMATION_TEXTURE\n#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif\n#else\ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\n#endif\nfinalWorld=finalWorld*influence;\n#endif\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var bonesVertex = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'defaultFragmentDeclaration';
|
|
3
|
-
var shader = "uniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform vec3 vAmbientColor;\nuniform float visibility;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif";
|
|
3
|
+
var shader = "uniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform vec3 vAmbientColor;\nuniform float visibility;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var defaultFragmentDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"defaultFragmentDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,4BAA4B,CAAC;AACxC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"defaultFragmentDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,4BAA4B,CAAC;AACxC,IAAI,MAAM,GAAG,2mEAmFZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,0BAA0B,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'defaultFragmentDeclaration';\nlet shader = `uniform vec4 vEyePosition;\nuniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\nuniform vec3 vAmbientColor;\nuniform float visibility;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#if defined(USE_LOCAL_REFRACTIONMAP_CUBIC) && defined(REFRACTIONMAP_3D)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION) || defined(REFLECTIONMAP_EQUIRECTANGULAR) || defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_SKYBOX)\nuniform mat4 reflectionMatrix;\n#endif\n#ifndef REFLECTIONMAP_SKYBOX\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultFragmentDeclaration = { name, shader };\n"]}
|
|
@@ -2,7 +2,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
2
2
|
import "./sceneUboDeclaration.js";
|
|
3
3
|
import "./meshUboDeclaration.js";
|
|
4
4
|
var name = 'defaultUboDeclaration';
|
|
5
|
-
var shader = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor;\nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nfloat pointSize;\nfloat alphaCutOff;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec3 vRefractionPosition;\nvec3 vRefractionSize;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nvec3 vAmbientColor;\
|
|
5
|
+
var shader = "layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor;\nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nfloat pointSize;\nfloat alphaCutOff;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec3 vRefractionPosition;\nvec3 vRefractionSize;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nvec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
|
|
6
6
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
7
7
|
/** @hidden */
|
|
8
8
|
export var defaultUboDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultUboDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"defaultUboDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultUboDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,IAAI,IAAI,GAAG,uBAAuB,CAAC;AACnC,IAAI,MAAM,GAAG,ygCA6CZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,qBAAqB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nlet name = 'defaultUboDeclaration';\nlet shader = `layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor;\nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nfloat pointSize;\nfloat alphaCutOff;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec3 vRefractionPosition;\nvec3 vRefractionSize;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nvec3 vAmbientColor;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultUboDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'defaultVertexDeclaration';
|
|
3
|
-
var shader = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif";
|
|
3
|
+
var shader = "\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif\n#define ADDITIONAL_VERTEX_DECLARATION\n";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var defaultVertexDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"defaultVertexDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultVertexDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,0BAA0B,CAAC;AACtC,IAAI,MAAM,GAAG
|
|
1
|
+
{"version":3,"file":"defaultVertexDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/defaultVertexDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,0BAA0B,CAAC;AACtC,IAAI,MAAM,GAAG,w3BA0CZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,wBAAwB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'defaultVertexDeclaration';\nlet shader = `\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var defaultVertexDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'pbrBlockImageProcessing';
|
|
3
|
-
var shader = "#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n\n\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\n";
|
|
3
|
+
var shader = "#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n\n\n\n\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#endif\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\n";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var pbrBlockImageProcessing = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrBlockImageProcessing.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrBlockImageProcessing.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,yBAAyB,CAAC;AACrC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"pbrBlockImageProcessing.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrBlockImageProcessing.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,yBAAyB,CAAC;AACrC,IAAI,MAAM,GAAG,mUAiBZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,uBAAuB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'pbrBlockImageProcessing';\nlet shader = `#if defined(IMAGEPROCESSINGPOSTPROCESS) || defined(SS_SCATTERING)\n\n\n\n\n#if !defined(SKIPFINALCOLORCLAMP)\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#endif\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\nfinalColor.a*=visibility;\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrBlockImageProcessing = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'pbrFragmentDeclaration';
|
|
3
|
-
var shader = "uniform vec4 vEyePosition;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\nuniform vec3 vAmbientColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n\n#if defined(SS_REFRACTION) && defined(SS_USE_LOCAL_REFRACTIONMAP_CUBIC)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n\n#ifdef CLEARCOAT\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#endif\n\n#ifdef ANISOTROPIC\nuniform vec3 vAnisotropy;\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\nuniform vec4 vSheenColor;\n#ifdef SHEEN_ROUGHNESS\nuniform float vSheenRoughness;\n#endif\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionMicrosurfaceInfos;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#ifdef REALTIME_FILTERING\nuniform vec2 vRefractionFilteringInfo;\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n#endif\n#ifdef PREPASS\n#ifdef SS_SCATTERING\nuniform float scatteringDiffusionProfile;\n#endif\n#endif\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n";
|
|
3
|
+
var shader = "uniform vec4 vEyePosition;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\nuniform vec3 vAmbientColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n\n#if defined(SS_REFRACTION) && defined(SS_USE_LOCAL_REFRACTIONMAP_CUBIC)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n\n#ifdef CLEARCOAT\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#endif\n\n#ifdef ANISOTROPIC\nuniform vec3 vAnisotropy;\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\nuniform vec4 vSheenColor;\n#ifdef SHEEN_ROUGHNESS\nuniform float vSheenRoughness;\n#endif\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionMicrosurfaceInfos;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#ifdef REALTIME_FILTERING\nuniform vec2 vRefractionFilteringInfo;\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n#endif\n#ifdef PREPASS\n#ifdef SS_SCATTERING\nuniform float scatteringDiffusionProfile;\n#endif\n#endif\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var pbrFragmentDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrFragmentDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"pbrFragmentDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrFragmentDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,wBAAwB,CAAC;AACpC,IAAI,MAAM,GAAG,6pIA2KZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,sBAAsB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'pbrFragmentDeclaration';\nlet shader = `uniform vec4 vEyePosition;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec4 vMetallicReflectanceFactors;\nuniform vec3 vEmissiveColor;\nuniform float visibility;\nuniform vec3 vAmbientColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(SS_REFRACTION) || defined(PREPASS)\nuniform mat4 view;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REALTIME_FILTERING\nuniform vec2 vReflectionFilteringInfo;\n#endif\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize;\n#endif\n#endif\n\n#if defined(SS_REFRACTION) && defined(SS_USE_LOCAL_REFRACTIONMAP_CUBIC)\nuniform vec3 vRefractionPosition;\nuniform vec3 vRefractionSize;\n#endif\n\n#ifdef CLEARCOAT\nuniform vec2 vClearCoatParams;\nuniform vec4 vClearCoatRefractionParams;\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform vec2 vClearCoatTangentSpaceParams;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT\nuniform vec4 vClearCoatTintParams;\nuniform float clearCoatColorAtDistance;\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n#endif\n\n#ifdef ANISOTROPIC\nuniform vec3 vAnisotropy;\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\nuniform vec4 vSheenColor;\n#ifdef SHEEN_ROUGHNESS\nuniform float vSheenRoughness;\n#endif\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionMicrosurfaceInfos;\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#ifdef REALTIME_FILTERING\nuniform vec2 vRefractionFilteringInfo;\n#endif\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\nuniform vec2 vThicknessParam;\nuniform vec3 vDiffusionDistance;\nuniform vec4 vTintColor;\nuniform vec3 vSubSurfaceIntensity;\n#endif\n#ifdef PREPASS\n#ifdef SS_SCATTERING\nuniform float scatteringDiffusionProfile;\n#endif\n#endif\n#if DEBUGMODE>0\nuniform vec2 vDebugMode;\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#define ADDITIONAL_FRAGMENT_DECLARATION\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrFragmentDeclaration = { name, shader };\n"]}
|
|
@@ -2,7 +2,7 @@ import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
|
2
2
|
import "./sceneUboDeclaration.js";
|
|
3
3
|
import "./meshUboDeclaration.js";
|
|
4
4
|
var name = 'pbrUboDeclaration';
|
|
5
|
-
var shader = "layout(std140,column_major) uniform;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nuniform Material {\nvec2 vAlbedoInfos;\nvec4 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec3 vReflectivityInfos;\nvec2 vMicroSurfaceSamplerInfos;\nvec2 vReflectionInfos;\nvec2 vReflectionFilteringInfo;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec3 vBumpInfos;\nmat4 albedoMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 reflectivityMatrix;\nmat4 microSurfaceSamplerMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nmat4 reflectionMatrix;\nvec3 vReflectionColor;\nvec4 vAlbedoColor;\nvec4 vLightingIntensity;\nvec3 vReflectionMicrosurfaceInfos;\nfloat pointSize;\nvec4 vReflectivityColor;\nvec3 vEmissiveColor;\nvec3 vAmbientColor;\nvec2 vDebugMode;\nvec4 vMetallicReflectanceFactors;\nvec2 vMetallicReflectanceInfos;\nmat4 metallicReflectanceMatrix;\nvec2 vReflectanceInfos;\nmat4 reflectanceMatrix;\
|
|
5
|
+
var shader = "layout(std140,column_major) uniform;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nuniform Material {\nvec2 vAlbedoInfos;\nvec4 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec3 vReflectivityInfos;\nvec2 vMicroSurfaceSamplerInfos;\nvec2 vReflectionInfos;\nvec2 vReflectionFilteringInfo;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec3 vBumpInfos;\nmat4 albedoMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 reflectivityMatrix;\nmat4 microSurfaceSamplerMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nmat4 reflectionMatrix;\nvec3 vReflectionColor;\nvec4 vAlbedoColor;\nvec4 vLightingIntensity;\nvec3 vReflectionMicrosurfaceInfos;\nfloat pointSize;\nvec4 vReflectivityColor;\nvec3 vEmissiveColor;\nvec3 vAmbientColor;\nvec2 vDebugMode;\nvec4 vMetallicReflectanceFactors;\nvec2 vMetallicReflectanceInfos;\nmat4 metallicReflectanceMatrix;\nvec2 vReflectanceInfos;\nmat4 reflectanceMatrix;\nvec3 vSphericalL00;\nvec3 vSphericalL1_1;\nvec3 vSphericalL10;\nvec3 vSphericalL11;\nvec3 vSphericalL2_2;\nvec3 vSphericalL2_1;\nvec3 vSphericalL20;\nvec3 vSphericalL21;\nvec3 vSphericalL22;\nvec3 vSphericalX;\nvec3 vSphericalY;\nvec3 vSphericalZ;\nvec3 vSphericalXX_ZZ;\nvec3 vSphericalYY_ZZ;\nvec3 vSphericalZZ;\nvec3 vSphericalXY;\nvec3 vSphericalYZ;\nvec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n";
|
|
6
6
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
7
7
|
/** @hidden */
|
|
8
8
|
export var pbrUboDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,IAAI,IAAI,GAAG,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"pbrUboDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrUboDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AACxD,OAAO,uBAAuB,CAAC;AAC/B,OAAO,sBAAsB,CAAC;AAE9B,IAAI,IAAI,GAAG,mBAAmB,CAAC;AAC/B,IAAI,MAAM,GAAG,u7CAiFZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,iBAAiB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\nimport \"./sceneUboDeclaration\";\nimport \"./meshUboDeclaration\";\n\nlet name = 'pbrUboDeclaration';\nlet shader = `layout(std140,column_major) uniform;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nuniform Material {\nvec2 vAlbedoInfos;\nvec4 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec3 vReflectivityInfos;\nvec2 vMicroSurfaceSamplerInfos;\nvec2 vReflectionInfos;\nvec2 vReflectionFilteringInfo;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec3 vBumpInfos;\nmat4 albedoMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 reflectivityMatrix;\nmat4 microSurfaceSamplerMatrix;\nmat4 bumpMatrix;\nvec2 vTangentSpaceParams;\nmat4 reflectionMatrix;\nvec3 vReflectionColor;\nvec4 vAlbedoColor;\nvec4 vLightingIntensity;\nvec3 vReflectionMicrosurfaceInfos;\nfloat pointSize;\nvec4 vReflectivityColor;\nvec3 vEmissiveColor;\nvec3 vAmbientColor;\nvec2 vDebugMode;\nvec4 vMetallicReflectanceFactors;\nvec2 vMetallicReflectanceInfos;\nmat4 metallicReflectanceMatrix;\nvec2 vReflectanceInfos;\nmat4 reflectanceMatrix;\nvec3 vSphericalL00;\nvec3 vSphericalL1_1;\nvec3 vSphericalL10;\nvec3 vSphericalL11;\nvec3 vSphericalL2_2;\nvec3 vSphericalL2_1;\nvec3 vSphericalL20;\nvec3 vSphericalL21;\nvec3 vSphericalL22;\nvec3 vSphericalX;\nvec3 vSphericalY;\nvec3 vSphericalZ;\nvec3 vSphericalXX_ZZ;\nvec3 vSphericalYY_ZZ;\nvec3 vSphericalZZ;\nvec3 vSphericalXY;\nvec3 vSphericalYZ;\nvec3 vSphericalZX;\n#define ADDITIONAL_UBO_DECLARATION\n};\n#include<sceneUboDeclaration>\n#include<meshUboDeclaration>\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrUboDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../../Engines/shaderStore.js";
|
|
2
2
|
var name = 'pbrVertexDeclaration';
|
|
3
|
-
var shader = "uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;\nuniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif";
|
|
3
|
+
var shader = "uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;\nuniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif\n#define ADDITIONAL_VERTEX_DECLARATION\n";
|
|
4
4
|
ShaderStore.IncludesShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var pbrVertexDeclaration = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"pbrVertexDeclaration.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/pbrVertexDeclaration.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,sBAAsB,CAAC;AAClC,IAAI,MAAM,GAAG,svGA4IZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,oBAAoB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'pbrVertexDeclaration';\nlet shader = `uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef METALLIC_REFLECTANCE\nuniform vec2 vMetallicReflectanceInfos;\nuniform mat4 metallicReflectanceMatrix;\n#endif\n#ifdef REFLECTANCE\nuniform vec2 vReflectanceInfos;\nuniform mat4 reflectanceMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef CLEARCOAT\n#if defined(CLEARCOAT_TEXTURE) || defined(CLEARCOAT_TEXTURE_ROUGHNESS)\nuniform vec4 vClearCoatInfos;\n#endif\n#ifdef CLEARCOAT_TEXTURE\nuniform mat4 clearCoatMatrix;\n#endif\n#ifdef CLEARCOAT_TEXTURE_ROUGHNESS\nuniform mat4 clearCoatRoughnessMatrix;\n#endif\n#ifdef CLEARCOAT_BUMP\nuniform vec2 vClearCoatBumpInfos;\nuniform mat4 clearCoatBumpMatrix;\n#endif\n#ifdef CLEARCOAT_TINT_TEXTURE\nuniform vec2 vClearCoatTintInfos;\nuniform mat4 clearCoatTintMatrix;\n#endif\n#endif\n\n#ifdef ANISOTROPIC\n#ifdef ANISOTROPIC_TEXTURE\nuniform vec2 vAnisotropyInfos;\nuniform mat4 anisotropyMatrix;\n#endif\n#endif\n\n#ifdef SHEEN\n#if defined(SHEEN_TEXTURE) || defined(SHEEN_TEXTURE_ROUGHNESS)\nuniform vec4 vSheenInfos;\n#endif\n#ifdef SHEEN_TEXTURE\nuniform mat4 sheenMatrix;\n#endif\n#ifdef SHEEN_TEXTURE_ROUGHNESS\nuniform mat4 sheenRoughnessMatrix;\n#endif\n#endif\n\n#ifdef SUBSURFACE\n#ifdef SS_REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\n#endif\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nuniform vec2 vThicknessInfos;\nuniform mat4 thicknessMatrix;\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nuniform vec2 vRefractionIntensityInfos;\nuniform mat4 refractionIntensityMatrix;\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nuniform vec2 vTranslucencyIntensityInfos;\nuniform mat4 translucencyIntensityMatrix;\n#endif\n#endif\n#ifdef NORMAL\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#ifdef SPHERICAL_HARMONICS\nuniform vec3 vSphericalL00;\nuniform vec3 vSphericalL1_1;\nuniform vec3 vSphericalL10;\nuniform vec3 vSphericalL11;\nuniform vec3 vSphericalL2_2;\nuniform vec3 vSphericalL2_1;\nuniform vec3 vSphericalL20;\nuniform vec3 vSphericalL21;\nuniform vec3 vSphericalL22;\n#else\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\n#endif\n#endif\n#endif\n#endif\n#ifdef DETAIL\nuniform vec4 vDetailInfos;\nuniform mat4 detailMatrix;\n#endif\n#define ADDITIONAL_VERTEX_DECLARATION\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var pbrVertexDeclaration = { name, shader };\n"]}
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { ShaderStore } from "../Engines/shaderStore.js";
|
|
2
2
|
var name = 'anaglyphPixelShader';
|
|
3
|
-
var shader = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}";
|
|
3
|
+
var shader = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}";
|
|
4
4
|
ShaderStore.ShadersStore[name] = shader;
|
|
5
5
|
/** @hidden */
|
|
6
6
|
export var anaglyphPixelShader = { name: name, shader: shader };
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAI,IAAI,GAAG,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,
|
|
1
|
+
{"version":3,"file":"anaglyph.fragment.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/anaglyph.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAI,IAAI,GAAG,qBAAqB,CAAC;AACjC,IAAI,MAAM,GAAG,2XAYX,CAAC;AAEH,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,mBAAmB,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\n\nlet name = 'anaglyphPixelShader';\nlet shader = `\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var anaglyphPixelShader = { name, shader };\n"]}
|
|
@@ -15,7 +15,7 @@ import "./ShadersInclude/clipPlaneFragment.js";
|
|
|
15
15
|
import "./ShadersInclude/lightFragment.js";
|
|
16
16
|
import "./ShadersInclude/fogFragment.js";
|
|
17
17
|
var name = 'backgroundPixelShader';
|
|
18
|
-
var shader = "#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition.xyz),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\n#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n";
|
|
18
|
+
var shader = "#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#include<helperFunctions>\n#define RECIPROCAL_PI2 0.15915494\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow5(saturate(1.0-VdotN));\n}\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n#ifndef BACKMAT_SHADOWONLY\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=saturate(reflectionLOD);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition.xyz),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(saturate(VdotN),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-saturate(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,saturate(reflectionAmount));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition.xyz-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=saturate(viewAngleToFloor/startAngle);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#else\nvec4 color=vec4(vPrimaryColor.rgb,(1.0-clamp(globalShadow,0.,1.))*alpha);\n#endif\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\n#if !defined(SKIPFINALCOLORCLAMP)\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#endif\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
|
|
19
19
|
ShaderStore.ShadersStore[name] = shader;
|
|
20
20
|
/** @hidden */
|
|
21
21
|
export var backgroundPixelShader = { name: name, shader: shader };
|