@babylonjs/core 5.0.0-beta.1 → 5.0.0-beta.5

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.
Files changed (513) hide show
  1. package/Audio/sound.js +3 -1
  2. package/Audio/sound.js.map +1 -1
  3. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  4. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  5. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  6. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  7. package/Bones/bone.d.ts +2 -1
  8. package/Bones/bone.js +28 -18
  9. package/Bones/bone.js.map +1 -1
  10. package/Bones/skeleton.js +3 -3
  11. package/Bones/skeleton.js.map +1 -1
  12. package/Buffers/buffer.js +2 -2
  13. package/Buffers/buffer.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  15. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  16. package/Cameras/camera.js +1 -1
  17. package/Cameras/camera.js.map +1 -1
  18. package/Compute/computeEffect.js +2 -2
  19. package/Compute/computeEffect.js.map +1 -1
  20. package/Culling/ray.d.ts +6 -4
  21. package/Culling/ray.js +33 -11
  22. package/Culling/ray.js.map +1 -1
  23. package/Debug/axesViewer.d.ts +1 -0
  24. package/Debug/axesViewer.js +1 -0
  25. package/Debug/axesViewer.js.map +1 -1
  26. package/Debug/debugLayer.js +1 -1
  27. package/Debug/debugLayer.js.map +1 -1
  28. package/DeviceInput/Helpers/eventFactory.d.ts +1 -1
  29. package/DeviceInput/Helpers/eventFactory.js +1 -1
  30. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  31. package/DeviceInput/InputDevices/deviceEnums.d.ts +52 -1
  32. package/DeviceInput/InputDevices/deviceEnums.js +52 -0
  33. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  34. package/DeviceInput/InputDevices/deviceSource.d.ts +35 -0
  35. package/DeviceInput/InputDevices/deviceSource.js +38 -0
  36. package/DeviceInput/InputDevices/deviceSource.js.map +1 -0
  37. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +14 -72
  38. package/DeviceInput/InputDevices/deviceSourceManager.js +10 -180
  39. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  40. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  41. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  42. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.d.ts +1 -5
  43. package/DeviceInput/{Interfaces → InputDevices}/inputInterfaces.js +0 -0
  44. package/DeviceInput/InputDevices/inputInterfaces.js.map +1 -0
  45. package/DeviceInput/InputDevices/internalDeviceSourceManager.d.ts +46 -0
  46. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +144 -0
  47. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -0
  48. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.d.ts +3 -7
  49. package/DeviceInput/{Implementations → InputDevices}/nativeDeviceInputSystem.js +9 -15
  50. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -0
  51. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.d.ts +11 -15
  52. package/DeviceInput/{Implementations → InputDevices}/webDeviceInputSystem.js +105 -82
  53. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -0
  54. package/DeviceInput/index.d.ts +1 -5
  55. package/DeviceInput/index.js +1 -5
  56. package/DeviceInput/index.js.map +1 -1
  57. package/Engines/Extensions/engine.cubeTexture.js +1 -1
  58. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  59. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  60. package/Engines/Extensions/engine.multiview.js +4 -1
  61. package/Engines/Extensions/engine.multiview.js.map +1 -1
  62. package/Engines/Native/nativeInterfaces.d.ts +2 -1
  63. package/Engines/Native/nativeInterfaces.js.map +1 -1
  64. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  65. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  66. package/Engines/Processors/shaderCodeInliner.js +13 -13
  67. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  68. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  69. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  70. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +5 -7
  71. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  72. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +1 -1
  73. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  74. package/Engines/WebGPU/webgpuCacheSampler.d.ts +2 -0
  75. package/Engines/WebGPU/webgpuCacheSampler.js +23 -2
  76. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  77. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  78. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  79. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  80. package/Engines/WebGPU/webgpuDrawContext.js +3 -3
  81. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  82. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +0 -1
  83. package/Engines/WebGPU/webgpuHardwareTexture.js +0 -3
  84. package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
  85. package/Engines/WebGPU/webgpuPipelineContext.d.ts +0 -8
  86. package/Engines/WebGPU/webgpuPipelineContext.js.map +1 -1
  87. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  88. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  89. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  90. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  91. package/Engines/WebGPU/webgpuTextureHelper.d.ts +0 -1
  92. package/Engines/WebGPU/webgpuTextureHelper.js +8 -30
  93. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  94. package/Engines/engine.d.ts +2 -7
  95. package/Engines/engine.js +2 -6
  96. package/Engines/engine.js.map +1 -1
  97. package/Engines/engineCapabilities.d.ts +2 -0
  98. package/Engines/engineCapabilities.js.map +1 -1
  99. package/Engines/nativeEngine.d.ts +1 -0
  100. package/Engines/nativeEngine.js +37 -11
  101. package/Engines/nativeEngine.js.map +1 -1
  102. package/Engines/nullEngine.js +2 -1
  103. package/Engines/nullEngine.js.map +1 -1
  104. package/Engines/thinEngine.d.ts +11 -2
  105. package/Engines/thinEngine.js +33 -21
  106. package/Engines/thinEngine.js.map +1 -1
  107. package/Engines/webgpuEngine.d.ts +3 -7
  108. package/Engines/webgpuEngine.js +11 -22
  109. package/Engines/webgpuEngine.js.map +1 -1
  110. package/Gamepads/Controllers/daydreamController.js +1 -1
  111. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  112. package/Gamepads/gamepadManager.js +1 -1
  113. package/Gamepads/gamepadManager.js.map +1 -1
  114. package/Gizmos/gizmoManager.d.ts +2 -0
  115. package/Gizmos/gizmoManager.js +28 -24
  116. package/Gizmos/gizmoManager.js.map +1 -1
  117. package/Inputs/scene.inputManager.d.ts +1 -1
  118. package/Inputs/scene.inputManager.js +5 -8
  119. package/Inputs/scene.inputManager.js.map +1 -1
  120. package/Instrumentation/sceneInstrumentation.js +2 -2
  121. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  122. package/Layers/layer.d.ts +2 -2
  123. package/Layers/layer.js.map +1 -1
  124. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  125. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  126. package/Lights/Shadows/shadowGenerator.js +2 -2
  127. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  128. package/Loading/Plugins/babylonFileLoader.js +114 -28
  129. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  130. package/Loading/loadingScreen.js +8 -8
  131. package/Loading/loadingScreen.js.map +1 -1
  132. package/Loading/sceneLoader.js +3 -3
  133. package/Loading/sceneLoader.js.map +1 -1
  134. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  135. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  136. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  137. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  138. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  139. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  140. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  141. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +11 -11
  142. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  143. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  144. package/Materials/Node/Blocks/Dual/index.js +1 -0
  145. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  146. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  147. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  148. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +26 -26
  149. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  150. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  151. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  152. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  153. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  154. package/Materials/Node/Blocks/Dual/textureBlock.js +30 -30
  155. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  156. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  157. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  158. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  159. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  160. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  161. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  162. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  163. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  164. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  165. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  166. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  167. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  168. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  169. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  170. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  171. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  172. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  173. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  174. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  175. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  176. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  177. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  178. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  179. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  180. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  181. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  182. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  183. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  184. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  185. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  186. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  187. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  188. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  189. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  190. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  191. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  192. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  193. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  194. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  195. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  196. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  197. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  198. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  199. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  200. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  201. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  202. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  203. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  204. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  205. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  206. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  207. package/Materials/Node/Blocks/addBlock.js +1 -1
  208. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  209. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  210. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  211. package/Materials/Node/Blocks/clampBlock.js +3 -3
  212. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  213. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  214. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  215. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  216. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  217. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  218. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  219. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  220. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  221. package/Materials/Node/Blocks/crossBlock.js +1 -1
  222. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  223. package/Materials/Node/Blocks/customBlock.js +1 -1
  224. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  225. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  226. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  227. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  228. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  229. package/Materials/Node/Blocks/divideBlock.js +1 -1
  230. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  231. package/Materials/Node/Blocks/dotBlock.js +1 -1
  232. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  233. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  234. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  235. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  236. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  237. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  238. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  239. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  240. package/Materials/Node/Blocks/index.d.ts +1 -0
  241. package/Materials/Node/Blocks/index.js +1 -0
  242. package/Materials/Node/Blocks/index.js.map +1 -1
  243. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  244. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  246. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  247. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  248. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  249. package/Materials/Node/Blocks/maxBlock.js +1 -1
  250. package/Materials/Node/Blocks/maxBlock.js.map +1 -1
  251. package/Materials/Node/Blocks/minBlock.js +1 -1
  252. package/Materials/Node/Blocks/minBlock.js.map +1 -1
  253. package/Materials/Node/Blocks/modBlock.js +1 -1
  254. package/Materials/Node/Blocks/modBlock.js.map +1 -1
  255. package/Materials/Node/Blocks/multiplyBlock.js +1 -1
  256. package/Materials/Node/Blocks/multiplyBlock.js.map +1 -1
  257. package/Materials/Node/Blocks/nLerpBlock.js +1 -1
  258. package/Materials/Node/Blocks/nLerpBlock.js.map +1 -1
  259. package/Materials/Node/Blocks/negateBlock.js +1 -1
  260. package/Materials/Node/Blocks/negateBlock.js.map +1 -1
  261. package/Materials/Node/Blocks/normalBlendBlock.js +5 -5
  262. package/Materials/Node/Blocks/normalBlendBlock.js.map +1 -1
  263. package/Materials/Node/Blocks/normalizeBlock.js +1 -1
  264. package/Materials/Node/Blocks/normalizeBlock.js.map +1 -1
  265. package/Materials/Node/Blocks/oneMinusBlock.js +1 -1
  266. package/Materials/Node/Blocks/oneMinusBlock.js.map +1 -1
  267. package/Materials/Node/Blocks/posterizeBlock.js +1 -1
  268. package/Materials/Node/Blocks/posterizeBlock.js.map +1 -1
  269. package/Materials/Node/Blocks/powBlock.js +1 -1
  270. package/Materials/Node/Blocks/powBlock.js.map +1 -1
  271. package/Materials/Node/Blocks/randomNumberBlock.js +2 -2
  272. package/Materials/Node/Blocks/randomNumberBlock.js.map +1 -1
  273. package/Materials/Node/Blocks/reciprocalBlock.js +1 -1
  274. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  275. package/Materials/Node/Blocks/reflectBlock.js +1 -1
  276. package/Materials/Node/Blocks/reflectBlock.js.map +1 -1
  277. package/Materials/Node/Blocks/refractBlock.js +1 -1
  278. package/Materials/Node/Blocks/refractBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/remapBlock.js +3 -3
  280. package/Materials/Node/Blocks/remapBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/replaceColorBlock.js +3 -3
  282. package/Materials/Node/Blocks/replaceColorBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/rotate2dBlock.js +1 -1
  284. package/Materials/Node/Blocks/rotate2dBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/scaleBlock.js +1 -1
  286. package/Materials/Node/Blocks/scaleBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/simplexPerlin3DBlock.js +1 -1
  288. package/Materials/Node/Blocks/simplexPerlin3DBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/smoothStepBlock.js +1 -1
  290. package/Materials/Node/Blocks/smoothStepBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/stepBlock.js +1 -1
  292. package/Materials/Node/Blocks/stepBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/subtractBlock.js +1 -1
  294. package/Materials/Node/Blocks/subtractBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/transformBlock.js +13 -13
  296. package/Materials/Node/Blocks/transformBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/trigonometryBlock.js +2 -2
  298. package/Materials/Node/Blocks/trigonometryBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/vectorMergerBlock.js +22 -22
  300. package/Materials/Node/Blocks/vectorMergerBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/vectorSplitterBlock.js +8 -8
  302. package/Materials/Node/Blocks/vectorSplitterBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/viewDirectionBlock.js +1 -1
  304. package/Materials/Node/Blocks/viewDirectionBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/voronoiNoiseBlock.js +5 -5
  306. package/Materials/Node/Blocks/voronoiNoiseBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/waveBlock.js +3 -3
  308. package/Materials/Node/Blocks/waveBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/worleyNoise3DBlock.js +5 -5
  310. package/Materials/Node/Blocks/worleyNoise3DBlock.js.map +1 -1
  311. package/Materials/Node/Enums/nodeMaterialSystemValues.d.ts +3 -1
  312. package/Materials/Node/Enums/nodeMaterialSystemValues.js +2 -0
  313. package/Materials/Node/Enums/nodeMaterialSystemValues.js.map +1 -1
  314. package/Materials/Node/nodeMaterial.d.ts +4 -0
  315. package/Materials/Node/nodeMaterial.js +20 -10
  316. package/Materials/Node/nodeMaterial.js.map +1 -1
  317. package/Materials/Node/nodeMaterialBlock.js +12 -12
  318. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  319. package/Materials/Node/nodeMaterialBuildState.js +24 -24
  320. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  321. package/Materials/Node/nodeMaterialBuildStateSharedData.js +1 -1
  322. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  323. package/Materials/PBR/pbrBaseMaterial.js +2 -2
  324. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  325. package/Materials/PBR/pbrMaterial.js +1 -2
  326. package/Materials/PBR/pbrMaterial.js.map +1 -1
  327. package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -1
  328. package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
  329. package/Materials/Textures/MultiviewRenderTarget.d.ts +1 -0
  330. package/Materials/Textures/MultiviewRenderTarget.js +10 -2
  331. package/Materials/Textures/MultiviewRenderTarget.js.map +1 -1
  332. package/Materials/Textures/Procedurals/proceduralTexture.js +1 -1
  333. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  334. package/Materials/Textures/equiRectangularCubeTexture.js +1 -1
  335. package/Materials/Textures/equiRectangularCubeTexture.js.map +1 -1
  336. package/Materials/Textures/mirrorTexture.js +2 -2
  337. package/Materials/Textures/mirrorTexture.js.map +1 -1
  338. package/Materials/Textures/renderTargetTexture.js +2 -2
  339. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  340. package/Materials/Textures/videoTexture.js +1 -0
  341. package/Materials/Textures/videoTexture.js.map +1 -1
  342. package/Materials/effect.js +3 -3
  343. package/Materials/effect.js.map +1 -1
  344. package/Materials/material.d.ts +2 -0
  345. package/Materials/material.js +4 -1
  346. package/Materials/material.js.map +1 -1
  347. package/Materials/materialHelper.js +1 -1
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  349. package/Materials/materialPluginManager.js +3 -3
  350. package/Materials/materialPluginManager.js.map +1 -1
  351. package/Materials/multiMaterial.d.ts +2 -0
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  354. package/Materials/shaderMaterial.js +1 -1
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  358. package/Materials/standardMaterial.d.ts +0 -5
  359. package/Materials/standardMaterial.js +1 -10
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  361. package/Maths/math.path.d.ts +1 -0
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  366. package/Maths/math.vector.d.ts +1 -0
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  369. package/Meshes/Builders/cylinderBuilder.d.ts +1 -1
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  371. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  372. package/Meshes/Builders/geodesicBuilder.d.ts +1 -0
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  375. package/Meshes/Builders/goldbergBuilder.d.ts +1 -0
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  378. package/Meshes/Builders/linesBuilder.js.map +1 -1
  379. package/Meshes/Builders/tiledBoxBuilder.d.ts +30 -11
  380. package/Meshes/Builders/tiledBoxBuilder.js +30 -11
  381. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  382. package/Meshes/Builders/tiledPlaneBuilder.d.ts +21 -16
  383. package/Meshes/Builders/tiledPlaneBuilder.js +21 -16
  384. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  385. package/Meshes/Compression/dracoCompression.d.ts +3 -0
  386. package/Meshes/Compression/dracoCompression.js +23 -7
  387. package/Meshes/Compression/dracoCompression.js.map +1 -1
  388. package/Meshes/abstractMesh.d.ts +6 -0
  389. package/Meshes/abstractMesh.js +14 -0
  390. package/Meshes/abstractMesh.js.map +1 -1
  391. package/Meshes/mesh.js +21 -6
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  393. package/Meshes/mesh.lts.d.ts +1 -1
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  395. package/Meshes/mesh.vertexData.d.ts +1 -1
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  398. package/Misc/PerformanceViewer/performanceViewerCollector.js +36 -19
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  400. package/Misc/assetsManager.d.ts +1 -0
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  403. package/Misc/basis.js +1 -1
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  411. package/Misc/index.d.ts +1 -0
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  416. package/Misc/reflector.js +6 -6
  417. package/Misc/reflector.js.map +1 -1
  418. package/Misc/tools.js +15 -13
  419. package/Misc/tools.js.map +1 -1
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  422. package/Offline/database.js +1 -1
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  424. package/Particles/baseParticleSystem.d.ts +4 -1
  425. package/Particles/baseParticleSystem.js +20 -5
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  427. package/Particles/gpuParticleSystem.js +2 -1
  428. package/Particles/gpuParticleSystem.js.map +1 -1
  429. package/Particles/particleHelper.js +2 -2
  430. package/Particles/particleHelper.js.map +1 -1
  431. package/Physics/Plugins/ammoJSPlugin.d.ts +5 -1
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  433. package/Physics/Plugins/ammoJSPlugin.js.map +1 -1
  434. package/Physics/physicsEngine.d.ts +1 -0
  435. package/Physics/physicsEngine.js +3 -1
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  437. package/Physics/physicsImpostor.d.ts +2 -2
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  439. package/PostProcesses/blurPostProcess.js +5 -5
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  441. package/PostProcesses/imageProcessingPostProcess.js +1 -1
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  445. package/PostProcesses/postProcessManager.js +2 -2
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  447. package/Probes/reflectionProbe.js +2 -2
  448. package/Probes/reflectionProbe.js.map +1 -1
  449. package/Rendering/depthPeelingRenderer.js +3 -3
  450. package/Rendering/depthPeelingRenderer.js.map +1 -1
  451. package/Rendering/geometryBufferRenderer.js +8 -8
  452. package/Rendering/geometryBufferRenderer.js.map +1 -1
  453. package/Rendering/outlineRenderer.js +1 -1
  454. package/Rendering/outlineRenderer.js.map +1 -1
  455. package/Rendering/utilityLayerRenderer.js +4 -0
  456. package/Rendering/utilityLayerRenderer.js.map +1 -1
  457. package/Shaders/ShadersInclude/prePassVertex.js +1 -1
  458. package/Shaders/ShadersInclude/prePassVertex.js.map +1 -1
  459. package/Shaders/pbr.fragment.js +1 -1
  460. package/Shaders/pbr.fragment.js.map +1 -1
  461. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  462. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  463. package/Sprites/spriteManager.js +5 -6
  464. package/Sprites/spriteManager.js.map +1 -1
  465. package/Sprites/spriteMap.js +2 -2
  466. package/Sprites/spriteMap.js.map +1 -1
  467. package/Sprites/spriteRenderer.js +1 -1
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  469. package/XR/features/WebXRControllerPointerSelection.js +15 -9
  470. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  471. package/XR/features/WebXRDOMOverlay.js +1 -1
  472. package/XR/features/WebXRDOMOverlay.js.map +1 -1
  473. package/XR/features/WebXRHandTracking.js +27 -27
  474. package/XR/features/WebXRHandTracking.js.map +1 -1
  475. package/XR/features/WebXRImageTracking.js +2 -2
  476. package/XR/features/WebXRImageTracking.js.map +1 -1
  477. package/XR/features/WebXRLayers.d.ts +28 -5
  478. package/XR/features/WebXRLayers.js +54 -20
  479. package/XR/features/WebXRLayers.js.map +1 -1
  480. package/XR/features/WebXRNearInteraction.d.ts +35 -3
  481. package/XR/features/WebXRNearInteraction.js +201 -40
  482. package/XR/features/WebXRNearInteraction.js.map +1 -1
  483. package/XR/motionController/webXRAbstractMotionController.js +1 -1
  484. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  485. package/XR/motionController/webXRMotionControllerManager.js +2 -2
  486. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  487. package/XR/motionController/webXRProfiledMotionController.js +1 -1
  488. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  489. package/XR/webXRCamera.js +17 -4
  490. package/XR/webXRCamera.js.map +1 -1
  491. package/XR/webXREnterExitUI.js +2 -2
  492. package/XR/webXREnterExitUI.js.map +1 -1
  493. package/XR/webXRFeaturesManager.js +6 -6
  494. package/XR/webXRFeaturesManager.js.map +1 -1
  495. package/XR/webXRInputSource.js +3 -3
  496. package/XR/webXRInputSource.js.map +1 -1
  497. package/XR/webXRRenderTargetTextureProvider.d.ts +3 -2
  498. package/XR/webXRRenderTargetTextureProvider.js +37 -18
  499. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  500. package/XR/webXRSessionManager.js +1 -1
  501. package/XR/webXRSessionManager.js.map +1 -1
  502. package/node.d.ts +1 -1
  503. package/node.js.map +1 -1
  504. package/package.json +22 -13
  505. package/scene.d.ts +5 -2
  506. package/scene.js +31 -5
  507. package/scene.js.map +1 -1
  508. package/DeviceInput/Implementations/nativeDeviceInputSystem.js.map +0 -1
  509. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +0 -1
  510. package/DeviceInput/Interfaces/inputInterfaces.js.map +0 -1
  511. package/DeviceInput/deviceInputSystem.d.ts +0 -60
  512. package/DeviceInput/deviceInputSystem.js +0 -84
  513. package/DeviceInput/deviceInputSystem.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"prePassVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/prePassVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,eAAe,CAAC;AAC3B,IAAI,MAAM,GAAG,i1CAiCN,CAAC;AAER,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,aAAa,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'prePassVertex';\nlet shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\npreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*previousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*previousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var prePassVertex = { name, shader };\n"]}
1
+ {"version":3,"file":"prePassVertex.js","sourceRoot":"","sources":["../../../../sourceES6/core/Shaders/ShadersInclude/prePassVertex.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,2BAA2B,CAAC;AAExD,IAAI,IAAI,GAAG,eAAe,CAAC;AAC3B,IAAI,MAAM,GAAG,61CAkCZ,CAAC;AAEF,WAAW,CAAC,oBAAoB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,cAAc;AACd,MAAM,CAAC,IAAI,aAAa,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../../Engines/shaderStore\";\n\nlet name = 'prePassVertex';\nlet shader = `#ifdef PREPASS_DEPTH\nvViewPos=(view*worldPos).rgb;\n#endif\n#if defined(PREPASS_VELOCITY) && defined(BONES_VELOCITY_ENABLED)\nvCurrentPosition=viewProjection*worldPos;\n#if NUM_BONE_INFLUENCERS>0\nmat4 previousInfluence;\npreviousInfluence=mPreviousBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\npreviousInfluence+=mPreviousBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif\n#if NUM_BONE_INFLUENCERS>2\npreviousInfluence+=mPreviousBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif\n#if NUM_BONE_INFLUENCERS>3\npreviousInfluence+=mPreviousBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif\n#if NUM_BONE_INFLUENCERS>4\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif\n#if NUM_BONE_INFLUENCERS>5\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif\n#if NUM_BONE_INFLUENCERS>6\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif\n#if NUM_BONE_INFLUENCERS>7\npreviousInfluence+=mPreviousBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif\nvPreviousPosition=previousViewProjection*finalPreviousWorld*previousInfluence*vec4(positionUpdated,1.0);\n#else\nvPreviousPosition=previousViewProjection*finalPreviousWorld*vec4(positionUpdated,1.0);\n#endif\n#endif\n`;\n\nShaderStore.IncludesShadersStore[name] = shader;\n/** @hidden */\nexport var prePassVertex = { name, shader };\n"]}
@@ -56,7 +56,7 @@ import "./ShadersInclude/fogFragment.js";
56
56
  import "./ShadersInclude/pbrBlockImageProcessing.js";
57
57
  import "./ShadersInclude/pbrDebug.js";
58
58
  var name = 'pbrPixelShader';
59
- var shader = "#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockSubSurface>\n\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\n\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\n\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n\n#include<pbrBlockGeometryInfo>\n\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#endif\n\n#include<pbrBlockReflectance0>\n\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n\n#include<pbrBlockReflectance>\n\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#include<pbrBlockFinalLitComponents>\n#endif\n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a);\nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor;\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.);\n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(REFLECTIVITY)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(baseReflectivity.rgb,baseReflectivity.a*writeGeometryInfo);\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth == nearestDepth) {\nfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\n\nfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\n} else {\nbackColor+=finalColor;\n}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
59
+ var shader = "#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockSubSurface>\n\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\n\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\n\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n\n#include<pbrBlockGeometryInfo>\n\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n\n#include<pbrBlockReflectance0>\n\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n\n#include<pbrBlockReflectance>\n\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#include<pbrBlockFinalLitComponents>\n#endif\n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a);\nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor;\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.);\n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(REFLECTIVITY)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(baseReflectivity.rgb,baseReflectivity.a*writeGeometryInfo);\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth == nearestDepth) {\nfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\n\nfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\n} else {\nbackColor+=finalColor;\n}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n";
60
60
  ShaderStore.ShadersStore[name] = shader;
61
61
  /** @hidden */
62
62
  export var pbrPixelShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- 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{ ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrDebug\";\n\nlet name = 'pbrPixelShader';\nlet shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockSubSurface>\n\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\n\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\n\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n\n#include<pbrBlockGeometryInfo>\n\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#endif\n\n#include<pbrBlockReflectance0>\n\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n\n#include<pbrBlockReflectance>\n\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#include<pbrBlockFinalLitComponents>\n#endif\n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a);\nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor;\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.);\n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(REFLECTIVITY)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(baseReflectivity.rgb,baseReflectivity.a*writeGeometryInfo);\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth == nearestDepth) {\nfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\n\nfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\n} else {\nbackColor+=finalColor;\n}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"pbr.fragment.js","sourceRoot":"","sources":["../../../sourceES6/core/Shaders/pbr.fragment.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,iCAAiC,CAAC;AACzC,OAAO,yCAAyC,CAAC;AACjD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,8CAA8C,CAAC;AACtD,OAAO,2CAA2C,CAAC;AACnD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,iDAAiD,CAAC;AACzD,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,2CAA2C,CAAC;AACnD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,oDAAoD,CAAC;AAC5D,OAAO,mCAAmC,CAAC;AAC3C,OAAO,wCAAwC,CAAC;AAChD,OAAO,6CAA6C,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,wCAAwC,CAAC;AAChD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,2CAA2C,CAAC;AACnD,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,gCAAgC,CAAC;AACxC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,qCAAqC,CAAC;AAC7C,OAAO,8BAA8B,CAAC;AACtC,OAAO,oCAAoC,CAAC;AAC5C,OAAO,0CAA0C,CAAC;AAClD,OAAO,+BAA+B,CAAC;AACvC,OAAO,sCAAsC,CAAC;AAC9C,OAAO,+BAA+B,CAAC;AACvC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,uCAAuC,CAAC;AAC/C,OAAO,sCAAsC,CAAC;AAC9C,OAAO,yCAAyC,CAAC;AACjD,OAAO,gCAAgC,CAAC;AACxC,OAAO,6CAA6C,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,8BAA8B,CAAC;AACtC,OAAO,0CAA0C,CAAC;AAClD,OAAO,2BAA2B,CAAC;AAEnC,IAAI,IAAI,GAAG,gBAAgB,CAAC;AAC5B,IAAI,MAAM,GAAG,o0dAwjBZ,CAAC;AAEF,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,IAAI,cAAc,GAAG,EAAE,IAAI,MAAA,EAAE,MAAM,QAAA,EAAE,CAAC","sourcesContent":["import { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/prePassDeclaration\";\nimport \"./ShadersInclude/oitDeclaration\";\nimport \"./ShadersInclude/pbrFragmentDeclaration\";\nimport \"./ShadersInclude/pbrUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentExtraDeclaration\";\nimport \"./ShadersInclude/lightFragmentDeclaration\";\nimport \"./ShadersInclude/lightUboDeclaration\";\nimport \"./ShadersInclude/pbrFragmentSamplersDeclaration\";\nimport \"./ShadersInclude/imageProcessingDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/logDepthDeclaration\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/importanceSampling\";\nimport \"./ShadersInclude/pbrHelperFunctions\";\nimport \"./ShadersInclude/imageProcessingFunctions\";\nimport \"./ShadersInclude/shadowsFragmentFunctions\";\nimport \"./ShadersInclude/harmonicsFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingSetupFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFalloffFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/hdrFilteringFunctions\";\nimport \"./ShadersInclude/pbrDirectLightingFunctions\";\nimport \"./ShadersInclude/pbrIBLFunctions\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/reflectionFunction\";\nimport \"./ShadersInclude/pbrBlockAlbedoOpacity\";\nimport \"./ShadersInclude/pbrBlockReflectivity\";\nimport \"./ShadersInclude/pbrBlockAmbientOcclusion\";\nimport \"./ShadersInclude/pbrBlockAlphaFresnel\";\nimport \"./ShadersInclude/pbrBlockAnisotropic\";\nimport \"./ShadersInclude/pbrBlockReflection\";\nimport \"./ShadersInclude/pbrBlockSheen\";\nimport \"./ShadersInclude/pbrBlockClearcoat\";\nimport \"./ShadersInclude/pbrBlockSubSurface\";\nimport \"./ShadersInclude/oitFragment\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/pbrBlockNormalGeometric\";\nimport \"./ShadersInclude/bumpFragment\";\nimport \"./ShadersInclude/pbrBlockNormalFinal\";\nimport \"./ShadersInclude/depthPrePass\";\nimport \"./ShadersInclude/pbrBlockLightmapInit\";\nimport \"./ShadersInclude/pbrBlockGeometryInfo\";\nimport \"./ShadersInclude/pbrBlockReflectance0\";\nimport \"./ShadersInclude/pbrBlockReflectance\";\nimport \"./ShadersInclude/pbrBlockDirectLighting\";\nimport \"./ShadersInclude/lightFragment\";\nimport \"./ShadersInclude/pbrBlockFinalLitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalUnlitComponents\";\nimport \"./ShadersInclude/pbrBlockFinalColorComposition\";\nimport \"./ShadersInclude/logDepthFragment\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/pbrBlockImageProcessing\";\nimport \"./ShadersInclude/pbrDebug\";\n\nlet name = 'pbrPixelShader';\nlet shader = `#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n#include<prePassDeclaration>[SCENE_MRT_COUNT]\nprecision highp float;\n#include<oitDeclaration>\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE\n#endif\n\n#include<__decl__pbrFragment>\n#include<pbrFragmentExtraDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<pbrFragmentSamplersDeclaration>\n#include<imageProcessingDeclaration>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<importanceSampling>\n#include<pbrHelperFunctions>\n#include<imageProcessingFunctions>\n#include<shadowsFragmentFunctions>\n#include<harmonicsFunctions>\n#include<pbrDirectLightingSetupFunctions>\n#include<pbrDirectLightingFalloffFunctions>\n#include<pbrBRDFFunctions>\n#include<hdrFilteringFunctions>\n#include<pbrDirectLightingFunctions>\n#include<pbrIBLFunctions>\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#ifdef REFLECTION\n#include<reflectionFunction>\n#endif\n#define CUSTOM_FRAGMENT_DEFINITIONS\n#include<pbrBlockAlbedoOpacity>\n#include<pbrBlockReflectivity>\n#include<pbrBlockAmbientOcclusion>\n#include<pbrBlockAlphaFresnel>\n#include<pbrBlockAnisotropic>\n#include<pbrBlockReflection>\n#include<pbrBlockSheen>\n#include<pbrBlockClearcoat>\n#include<pbrBlockSubSurface>\n\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<oitFragment>\n#include<clipPlaneFragment>\n\n#include<pbrBlockNormalGeometric>\n#include<bumpFragment>\n#include<pbrBlockNormalFinal>\n\nalbedoOpacityOutParams albedoOpacityOut;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#endif\nalbedoOpacityBlock(\nvAlbedoColor,\n#ifdef ALBEDO\nalbedoTexture,\nvAlbedoInfos,\n#endif\n#ifdef OPACITY\nopacityMap,\nvOpacityInfos,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nalbedoOpacityOut\n);\nvec3 surfaceAlbedo=albedoOpacityOut.surfaceAlbedo;\nfloat alpha=albedoOpacityOut.alpha;\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\n#include<depthPrePass>\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\nambientOcclusionOutParams aoOut;\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb;\n#endif\nambientOcclusionBlock(\n#ifdef AMBIENT\nambientOcclusionColorMap,\nvAmbientInfos,\n#endif\naoOut\n);\n#include<pbrBlockLightmapInit>\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nvec3 baseColor=surfaceAlbedo;\nreflectivityOutParams reflectivityOut;\n#if defined(REFLECTIVITY)\nvec4 surfaceMetallicOrReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nvec4 baseReflectivity=surfaceMetallicOrReflectivityColorMap;\n#ifndef METALLICWORKFLOW\n#ifdef REFLECTIVITY_GAMMA\nsurfaceMetallicOrReflectivityColorMap=toLinearSpace(surfaceMetallicOrReflectivityColorMap);\n#endif\nsurfaceMetallicOrReflectivityColorMap.rgb*=vReflectivityInfos.y;\n#endif\n#endif\n#if defined(MICROSURFACEMAP)\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\n#endif\n#ifdef METALLICWORKFLOW\nvec4 metallicReflectanceFactors=vMetallicReflectanceFactors;\n#ifdef REFLECTANCE\nvec4 reflectanceFactorsMap=texture2D(reflectanceSampler,vReflectanceUV+uvOffset);\n#ifdef REFLECTANCE_GAMMA\nreflectanceFactorsMap=toLinearSpace(reflectanceFactorsMap);\n#endif\nmetallicReflectanceFactors.rgb*=reflectanceFactorsMap.rgb;\n#endif\n#ifdef METALLIC_REFLECTANCE\nvec4 metallicReflectanceFactorsMap=texture2D(metallicReflectanceSampler,vMetallicReflectanceUV+uvOffset);\n#ifdef METALLIC_REFLECTANCE_GAMMA\nmetallicReflectanceFactorsMap=toLinearSpace(metallicReflectanceFactorsMap);\n#endif\n#ifndef METALLIC_REFLECTANCE_USE_ALPHA_ONLY\nmetallicReflectanceFactors.rgb*=metallicReflectanceFactorsMap.rgb;\n#endif\nmetallicReflectanceFactors*=metallicReflectanceFactorsMap.a;\n#endif\n#endif\nreflectivityBlock(\nvReflectivityColor,\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo,\nmetallicReflectanceFactors,\n#endif\n#ifdef REFLECTIVITY\nvReflectivityInfos,\nsurfaceMetallicOrReflectivityColorMap,\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor,\n#endif\n#ifdef MICROSURFACEMAP\nmicroSurfaceTexel,\n#endif\n#ifdef DETAIL\ndetailColor,\nvDetailInfos,\n#endif\nreflectivityOut\n);\nfloat microSurface=reflectivityOut.microSurface;\nfloat roughness=reflectivityOut.roughness;\n#ifdef METALLICWORKFLOW\nsurfaceAlbedo=reflectivityOut.surfaceAlbedo;\n#endif\n#if defined(METALLICWORKFLOW) && defined(REFLECTIVITY) && defined(AOSTOREINMETALMAPRED)\naoOut.ambientOcclusionColor=reflectivityOut.ambientOcclusionColor;\n#endif\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\nalphaFresnelOutParams alphaFresnelOut;\nalphaFresnelBlock(\nnormalW,\nviewDirectionW,\nalpha,\nmicroSurface,\nalphaFresnelOut\n);\nalpha=alphaFresnelOut.alpha;\n#endif\n#endif\n\n#include<pbrBlockGeometryInfo>\n\n#ifdef ANISOTROPIC\nanisotropicOutParams anisotropicOut;\n#ifdef ANISOTROPIC_TEXTURE\nvec3 anisotropyMapData=texture2D(anisotropySampler,vAnisotropyUV+uvOffset).rgb*vAnisotropyInfos.y;\n#endif\nanisotropicBlock(\nvAnisotropy,\n#ifdef ANISOTROPIC_TEXTURE\nanisotropyMapData,\n#endif\nTBN,\nnormalW,\nviewDirectionW,\nanisotropicOut\n);\n#endif\n\n#ifdef REFLECTION\nreflectionOutParams reflectionOut;\n#ifndef USE_CUSTOM_REFLECTION\nreflectionBlock(\nvPositionW,\nnormalW,\nalphaG,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nNdotVUnclamped,\n#endif\n#ifdef LINEARSPECULARREFLECTION\nroughness,\n#endif\nreflectionSampler,\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nvEnvironmentIrradiance,\n#endif\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionMatrix,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\nreflectionOut\n);\n#else\n#define CUSTOM_REFLECTION\n#endif\n#endif\n\n#include<pbrBlockReflectance0>\n\n#ifdef SHEEN\nsheenOutParams sheenOut;\n#ifdef SHEEN_TEXTURE\nvec4 sheenMapData=texture2D(sheenSampler,vSheenUV+uvOffset);\n#endif\n#if defined(SHEEN_ROUGHNESS) && defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 sheenMapRoughnessData=texture2D(sheenRoughnessSampler,vSheenRoughnessUV+uvOffset)*vSheenInfos.w;\n#endif\nsheenBlock(\nvSheenColor,\n#ifdef SHEEN_ROUGHNESS\nvSheenRoughness,\n#if defined(SHEEN_TEXTURE_ROUGHNESS) && !defined(SHEEN_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(SHEEN_USE_ROUGHNESS_FROM_MAINTEXTURE)\nsheenMapRoughnessData,\n#endif\n#endif\nroughness,\n#ifdef SHEEN_TEXTURE\nsheenMapData,\nvSheenInfos.y,\n#endif\nreflectance,\n#ifdef SHEEN_LINKWITHALBEDO\nbaseColor,\nsurfaceAlbedo,\n#endif\n#ifdef ENVIRONMENTBRDF\nNdotV,\nenvironmentBrdf,\n#endif\n#if defined(REFLECTION) && defined(ENVIRONMENTBRDF)\nAARoughnessFactors,\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\nreflectionOut.reflectionCoords,\nNdotVUnclamped,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(RADIANCEOCCLUSION)\nseo,\n#endif\n#if !defined(REFLECTIONMAP_SKYBOX) && defined(HORIZONOCCLUSION) && defined(BUMP) && defined(REFLECTIONMAP_3D)\neho,\n#endif\n#endif\nsheenOut\n);\n#ifdef SHEEN_LINKWITHALBEDO\nsurfaceAlbedo=sheenOut.surfaceAlbedo;\n#endif\n#endif\n\nclearcoatOutParams clearcoatOut;\n#ifdef CLEARCOAT\n#ifdef CLEARCOAT_TEXTURE\nvec2 clearCoatMapData=texture2D(clearCoatSampler,vClearCoatUV+uvOffset).rg*vClearCoatInfos.y;\n#endif\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nvec4 clearCoatMapRoughnessData=texture2D(clearCoatRoughnessSampler,vClearCoatRoughnessUV+uvOffset)*vClearCoatInfos.w;\n#endif\n#if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)\nvec4 clearCoatTintMapData=texture2D(clearCoatTintSampler,vClearCoatTintUV+uvOffset);\n#endif\n#ifdef CLEARCOAT_BUMP\nvec4 clearCoatBumpMapData=texture2D(clearCoatBumpSampler,vClearCoatBumpUV+uvOffset);\n#endif\nclearcoatBlock(\nvPositionW,\ngeometricNormalW,\nviewDirectionW,\nvClearCoatParams,\n#if defined(CLEARCOAT_TEXTURE_ROUGHNESS) && !defined(CLEARCOAT_TEXTURE_ROUGHNESS_IDENTICAL) && !defined(CLEARCOAT_USE_ROUGHNESS_FROM_MAINTEXTURE)\nclearCoatMapRoughnessData,\n#endif\nspecularEnvironmentR0,\n#ifdef CLEARCOAT_TEXTURE\nclearCoatMapData,\n#endif\n#ifdef CLEARCOAT_TINT\nvClearCoatTintParams,\nclearCoatColorAtDistance,\nvClearCoatRefractionParams,\n#ifdef CLEARCOAT_TINT_TEXTURE\nclearCoatTintMapData,\n#endif\n#endif\n#ifdef CLEARCOAT_BUMP\nvClearCoatBumpInfos,\nclearCoatBumpMapData,\nvClearCoatBumpUV,\n#if defined(TANGENT) && defined(NORMAL)\nvTBN,\n#else\nvClearCoatTangentSpaceParams,\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nnormalMatrix,\n#endif\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nfaceNormal,\n#endif\n#ifdef REFLECTION\nvReflectionMicrosurfaceInfos,\nvReflectionInfos,\nvReflectionColor,\nvLightingIntensity,\nreflectionSampler,\n#ifndef LODBASEDMICROSFURACE\nreflectionSamplerLow,\nreflectionSamplerHigh,\n#endif\n#ifdef REALTIME_FILTERING\nvReflectionFilteringInfo,\n#endif\n#endif\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n#ifdef RADIANCEOCCLUSION\nambientMonochrome,\n#endif\n#endif\n#if defined(CLEARCOAT_BUMP) || defined(TWOSIDEDLIGHTING)\n(gl_FrontFacing ? 1. : -1.),\n#endif\nclearcoatOut\n);\n#else\nclearcoatOut.specularEnvironmentR0=specularEnvironmentR0;\n#endif\n\n#include<pbrBlockReflectance>\n\nsubSurfaceOutParams subSurfaceOut;\n#ifdef SUBSURFACE\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nvec4 thicknessMap=texture2D(thicknessSampler,vThicknessUV+uvOffset);\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nvec4 refractionIntensityMap=texture2D(refractionIntensitySampler,vRefractionIntensityUV+uvOffset);\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\nvec4 translucencyIntensityMap=texture2D(translucencyIntensitySampler,vTranslucencyIntensityUV+uvOffset);\n#endif\nsubSurfaceBlock(\nvSubSurfaceIntensity,\nvThicknessParam,\nvTintColor,\nnormalW,\nspecularEnvironmentReflectance,\n#ifdef SS_THICKNESSANDMASK_TEXTURE\nthicknessMap,\n#endif\n#ifdef SS_REFRACTIONINTENSITY_TEXTURE\nrefractionIntensityMap,\n#endif\n#ifdef SS_TRANSLUCENCYINTENSITY_TEXTURE\ntranslucencyIntensityMap,\n#endif\n#ifdef REFLECTION\n#ifdef SS_TRANSLUCENCY\nreflectionMatrix,\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if !defined(NORMAL) || !defined(USESPHERICALINVERTEX)\nreflectionOut.irradianceVector,\n#endif\n#if defined(REALTIME_FILTERING)\nreflectionSampler,\nvReflectionFilteringInfo,\n#endif\n#endif\n#ifdef USEIRRADIANCEMAP\nirradianceSampler,\n#endif\n#endif\n#endif\n#if defined(SS_REFRACTION) || defined(SS_TRANSLUCENCY)\nsurfaceAlbedo,\n#endif\n#ifdef SS_REFRACTION\nvPositionW,\nviewDirectionW,\nview,\nvRefractionInfos,\nrefractionMatrix,\nvRefractionMicrosurfaceInfos,\nvLightingIntensity,\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha,\n#endif\n#ifdef SS_LODINREFRACTIONALPHA\nNdotVUnclamped,\n#endif\n#ifdef SS_LINEARSPECULARREFRACTION\nroughness,\n#endif\nalphaG,\nrefractionSampler,\n#ifndef LODBASEDMICROSFURACE\nrefractionSamplerLow,\nrefractionSamplerHigh,\n#endif\n#ifdef ANISOTROPIC\nanisotropicOut,\n#endif\n#ifdef REALTIME_FILTERING\nvRefractionFilteringInfo,\n#endif\n#ifdef SS_USE_LOCAL_REFRACTIONMAP_CUBIC\nvRefractionPosition,\nvRefractionSize,\n#endif\n#endif\n#ifdef SS_TRANSLUCENCY\nvDiffusionDistance,\n#endif\nsubSurfaceOut\n);\n#ifdef SS_REFRACTION\nsurfaceAlbedo=subSurfaceOut.surfaceAlbedo;\n#ifdef SS_LINKREFRACTIONTOTRANSPARENCY\nalpha=subSurfaceOut.alpha;\n#endif\n#endif\n#else\nsubSurfaceOut.specularEnvironmentReflectance=specularEnvironmentReflectance;\n#endif\n\n#include<pbrBlockDirectLighting>\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#include<pbrBlockFinalLitComponents>\n#endif\n#include<pbrBlockFinalUnlitComponents>\n#define CUSTOM_FRAGMENT_BEFORE_FINALCOLORCOMPOSITION\n#include<pbrBlockFinalColorComposition>\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#include<pbrBlockImageProcessing>\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\n#ifdef PREPASS\nfloat writeGeometryInfo=finalColor.a>0.4 ? 1.0 : 0.0;\n#ifdef PREPASS_POSITION\ngl_FragData[PREPASS_POSITION_INDEX]=vec4(vPositionW,writeGeometryInfo);\n#endif\n#ifdef PREPASS_VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=abs(a-b);\nvelocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;\ngl_FragData[PREPASS_VELOCITY_INDEX]=vec4(velocity,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\nvec3 sqAlbedo=sqrt(surfaceAlbedo);\n#endif\n#ifdef PREPASS_IRRADIANCE\nvec3 irradiance=finalDiffuse;\n#ifndef UNLIT\n#ifdef REFLECTION\nirradiance+=finalIrradiance;\n#endif\n#endif\n#ifdef SS_SCATTERING\ngl_FragData[0]=vec4(finalColor.rgb-irradiance,finalColor.a);\nirradiance/=sqAlbedo;\n#else\ngl_FragData[0]=finalColor;\nfloat scatteringDiffusionProfile=255.;\n#endif\ngl_FragData[PREPASS_IRRADIANCE_INDEX]=vec4(clamp(irradiance,vec3(0.),vec3(1.)),writeGeometryInfo*scatteringDiffusionProfile/255.);\n#else\ngl_FragData[0]=vec4(finalColor.rgb,finalColor.a);\n#endif\n#ifdef PREPASS_DEPTH\ngl_FragData[PREPASS_DEPTH_INDEX]=vec4(vViewPos.z,0.0,0.0,writeGeometryInfo);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[PREPASS_NORMAL_INDEX]=vec4((view*vec4(normalW,0.0)).rgb,writeGeometryInfo);\n#endif\n#ifdef PREPASS_ALBEDO_SQRT\ngl_FragData[PREPASS_ALBEDO_SQRT_INDEX]=vec4(sqAlbedo,writeGeometryInfo);\n#endif\n#ifdef PREPASS_REFLECTIVITY\n#if defined(REFLECTIVITY)\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(baseReflectivity.rgb,baseReflectivity.a*writeGeometryInfo);\n#else\ngl_FragData[PREPASS_REFLECTIVITY_INDEX]=vec4(0.0,0.0,0.0,writeGeometryInfo);\n#endif\n#endif\n#endif\n#if !defined(PREPASS) || defined(WEBGL2)\ngl_FragColor=finalColor;\n#endif\n#if ORDER_INDEPENDENT_TRANSPARENCY\nif (fragDepth == nearestDepth) {\nfrontColor.rgb+=finalColor.rgb*finalColor.a*alphaMultiplier;\n\nfrontColor.a=1.0-alphaMultiplier*(1.0-finalColor.a);\n} else {\nbackColor+=finalColor;\n}\n#endif\n#include<pbrDebug>\n#define CUSTOM_FRAGMENT_MAIN_END\n}\n`;\n\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport var pbrPixelShader = { name, shader };\n"]}
@@ -1,6 +1,6 @@
1
1
  import { ShaderStore } from "../Engines/shaderStore.js";
2
2
  var name = 'gpuUpdateParticlesComputeShader';
3
- var shader = "struct Particle {\nposition : vec3<f32>;\nage : f32;\nsize : vec3<f32>;\nlife : f32;\nseed : vec4<f32>;\ndirection : vec3<f32>;\ndummy0: f32;\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>;\ndummy1: f32;\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>;\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>;\ndummy2: f32;\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>;\ndummy3: f32;\nnoiseCoordinates2 : vec3<f32>;\ndummy4: f32;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32;\n#else\nangle : vec2<f32>;\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32;\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32;\n#endif\n#endif\n};\nstruct Particles {\nparticles : array<Particle>;\n};\nstruct SimParams {\ncurrentCount : f32;\ntimeDelta : f32;\nstopFactor : f32;\nrandomTextureSize: i32;\nlifeTime : vec2<f32>;\nemitPower : vec2<f32>;\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>;\ncolor2 : vec4<f32>;\n#endif\nsizeRange : vec2<f32>;\nscaleRange : vec4<f32>;\nangleRange : vec4<f32>;\ngravity : vec3<f32>;\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32;\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>;\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>;\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>;\n#endif\n\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\nminEmitBox : vec3<f32>;\nmaxEmitBox : vec3<f32>;\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>;\nconeAngle : f32;\nheight : vec2<f32>;\ndirectionRandomizer : f32;\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32;\nheight : f32;\nradiusRange : f32;\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32;\nradiusRange : f32;\ndirectionRandomizer : f32;\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#endif\n#ifdef SPHEREEMITTER\nradius : f32;\nradiusRange : f32;\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n};\n[[binding(0),group(0)]] var<uniform> params : SimParams;\n[[binding(1),group(0)]] var<storage,read> particlesIn : Particles;\n[[binding(2),group(0)]] var<storage,read_write> particlesOut : Particles;\n[[binding(3),group(0)]] var randomTexture : texture_2d<f32>;\n[[binding(4),group(0)]] var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n[[binding(0),group(1)]] var sizeGradientSampler : sampler;\n[[binding(1),group(1)]] var sizeGradientTexture : texture_2d<f32>;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\n[[binding(2),group(1)]] var angularSpeedGradientSampler : sampler;\n[[binding(3),group(1)]] var angularSpeedGradientTexture : texture_2d<f32>;\n#endif\n#ifdef VELOCITYGRADIENTS\n[[binding(4),group(1)]] var velocityGradientSampler : sampler;\n[[binding(5),group(1)]] var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n[[binding(6),group(1)]] var limitVelocityGradientSampler : sampler;\n[[binding(7),group(1)]] var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n[[binding(8),group(1)]] var dragGradientSampler : sampler;\n[[binding(9),group(1)]] var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n[[binding(10),group(1)]] var noiseSampler : sampler;\n[[binding(11),group(1)]] var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32) -> vec3<f32> {\nreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\n}\nfn getRandomVec4(offset : f32,vertexID : f32) -> vec4<f32> {\nreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\n}\n[[stage(compute),workgroup_size(64)]]\nfn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {\nlet index : u32=GlobalInvocationID.x;\nlet vertexID : f32=f32(index);\nif (index>=u32(params.currentCount)) {\nreturn;\n}\nlet PI : f32=3.14159;\nlet timeDelta : f32=params.timeDelta;\nlet newAge : f32=particlesIn.particles[index].age+timeDelta;\nlet life : f32=particlesIn.particles[index].life;\nlet seed : vec4<f32>=particlesIn.particles[index].seed;\nlet direction : vec3<f32>=particlesIn.particles[index].direction;\n\nif (newAge>=life && params.stopFactor != 0.) {\nvar newPosition : vec3<f32>;\nvar newDirection : vec3<f32>;\n\nlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\n\nlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\nparticlesOut.particles[index].life=outLife;\nparticlesOut.particles[index].age=newAge-life;\n\nparticlesOut.particles[index].seed=seed;\n\nvar sizex : f32;\n#ifdef SIZEGRADIENTS\nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS\nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif\n\n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet yPos : f32=(-0.5+randoms2.x)*params.height;\nvar angle : f32=randoms2.y*PI*2.;\nlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\nlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\nlet xPos : f32=positionRadius*cos(angle);\nlet zPos : f32=positionRadius*sin(angle);\nnewPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\n\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\nnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;\n\nh=1.-h*h;\n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\nlRadius=lRadius*h;\nlet randX : f32=lRadius*sin(s);\nlet randZ : f32=lRadius*cos(s);\nlet randY : f32=h*params.height.x;\nnewPosition=vec3<f32>(randX,randY,randZ);\n\nif (abs(cos(params.coneAngle)) == 1.0) {\nnewDirection=vec3<f32>(0.,1.0,0.);\n} else {\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\nparticlesOut.particles[index].initialPosition=newPosition;\n#else\n\nnewPosition=vec3<f32>(0.,0.,0.);\n\nnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else\nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET\nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif\n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {\n\nvar directionScale : f32=timeDelta;\nparticlesOut.particles[index].age=newAge;\nlet ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient;\nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;\nparticlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nlet currentVelocity : f32=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*params.limitVelocityDamping;\n}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\nlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\nlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\nparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\nparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\nparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET\nvar offsetAge : f32=particlesOut.particles[index].age;\nlet dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\nparticlesOut.particles[index].cellStartOffset=cellStartOffset;\noffsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif\nvar ratio : f32;\nif (params.cellInfos.w == 1.0) {\nratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\n}\nelse {\nratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\n}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}\n}\n";
3
+ var shader = "struct Particle {\nposition : vec3<f32>;\nage : f32;\nsize : vec3<f32>;\nlife : f32;\nseed : vec4<f32>;\ndirection : vec3<f32>;\ndummy0: f32;\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>;\ndummy1: f32;\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>;\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>;\ndummy2: f32;\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>;\ndummy3: f32;\nnoiseCoordinates2 : vec3<f32>;\ndummy4: f32;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32;\n#else\nangle : vec2<f32>;\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32;\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32;\n#endif\n#endif\n};\nstruct Particles {\nparticles : array<Particle>;\n};\nstruct SimParams {\ncurrentCount : f32;\ntimeDelta : f32;\nstopFactor : f32;\nrandomTextureSize: i32;\nlifeTime : vec2<f32>;\nemitPower : vec2<f32>;\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>;\ncolor2 : vec4<f32>;\n#endif\nsizeRange : vec2<f32>;\nscaleRange : vec4<f32>;\nangleRange : vec4<f32>;\ngravity : vec3<f32>;\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32;\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>;\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>;\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>;\n#endif\n\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\nminEmitBox : vec3<f32>;\nmaxEmitBox : vec3<f32>;\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>;\nconeAngle : f32;\nheight : vec2<f32>;\ndirectionRandomizer : f32;\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32;\nheight : f32;\nradiusRange : f32;\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32;\nradiusRange : f32;\ndirectionRandomizer : f32;\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#endif\n#ifdef SPHEREEMITTER\nradius : f32;\nradiusRange : f32;\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n};\n@binding(0) @group(0) var<uniform> params : SimParams;\n@binding(1) @group(0) var<storage,read> particlesIn : Particles;\n@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\n@binding(3) @group(0) var randomTexture : texture_2d<f32>;\n@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\n@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\n@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif\n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\n@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\n@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\n@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\n@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32) -> vec3<f32> {\nreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\n}\nfn getRandomVec4(offset : f32,vertexID : f32) -> vec4<f32> {\nreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\n}\n@stage(compute) @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\nlet index : u32=GlobalInvocationID.x;\nlet vertexID : f32=f32(index);\nif (index>=u32(params.currentCount)) {\nreturn;\n}\nlet PI : f32=3.14159;\nlet timeDelta : f32=params.timeDelta;\nlet newAge : f32=particlesIn.particles[index].age+timeDelta;\nlet life : f32=particlesIn.particles[index].life;\nlet seed : vec4<f32>=particlesIn.particles[index].seed;\nlet direction : vec3<f32>=particlesIn.particles[index].direction;\n\nif (newAge>=life && params.stopFactor != 0.) {\nvar newPosition : vec3<f32>;\nvar newDirection : vec3<f32>;\n\nlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\n\nlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\nparticlesOut.particles[index].life=outLife;\nparticlesOut.particles[index].age=newAge-life;\n\nparticlesOut.particles[index].seed=seed;\n\nvar sizex : f32;\n#ifdef SIZEGRADIENTS\nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS\nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif\n\n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet yPos : f32=(-0.5+randoms2.x)*params.height;\nvar angle : f32=randoms2.y*PI*2.;\nlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\nlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\nlet xPos : f32=positionRadius*cos(angle);\nlet zPos : f32=positionRadius*sin(angle);\nnewPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\n\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\nnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;\n\nh=1.-h*h;\n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\nlRadius=lRadius*h;\nlet randX : f32=lRadius*sin(s);\nlet randZ : f32=lRadius*cos(s);\nlet randY : f32=h*params.height.x;\nnewPosition=vec3<f32>(randX,randY,randZ);\n\nif (abs(cos(params.coneAngle)) == 1.0) {\nnewDirection=vec3<f32>(0.,1.0,0.);\n} else {\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\nparticlesOut.particles[index].initialPosition=newPosition;\n#else\n\nnewPosition=vec3<f32>(0.,0.,0.);\n\nnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else\nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET\nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif\n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {\n\nvar directionScale : f32=timeDelta;\nparticlesOut.particles[index].age=newAge;\nlet ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient;\nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;\nparticlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nlet currentVelocity : f32=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*params.limitVelocityDamping;\n}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\nlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\nlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\nparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\nparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\nparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET\nvar offsetAge : f32=particlesOut.particles[index].age;\nlet dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\nparticlesOut.particles[index].cellStartOffset=cellStartOffset;\noffsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif\nvar ratio : f32;\nif (params.cellInfos.w == 1.0) {\nratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\n}\nelse {\nratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\n}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}\n}\n";
4
4
  ShaderStore.ShadersStoreWGSL[name] = shader;
5
5
  /** @hidden */
6
6
  export var gpuUpdateParticlesComputeShader = { name: name, shader: shader };
@@ -1 +1 @@
1
- {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../sourceES6/core/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAI,IAAI,GAAG,iCAAiC,CAAC;AAC7C,IAAI,MAAM,GAAG,yocAgZZ,CAAC;AAEF,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = 'gpuUpdateParticlesComputeShader';\nlet shader = `struct Particle {\nposition : vec3<f32>;\nage : f32;\nsize : vec3<f32>;\nlife : f32;\nseed : vec4<f32>;\ndirection : vec3<f32>;\ndummy0: f32;\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>;\ndummy1: f32;\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>;\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>;\ndummy2: f32;\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>;\ndummy3: f32;\nnoiseCoordinates2 : vec3<f32>;\ndummy4: f32;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32;\n#else\nangle : vec2<f32>;\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32;\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32;\n#endif\n#endif\n};\nstruct Particles {\nparticles : array<Particle>;\n};\nstruct SimParams {\ncurrentCount : f32;\ntimeDelta : f32;\nstopFactor : f32;\nrandomTextureSize: i32;\nlifeTime : vec2<f32>;\nemitPower : vec2<f32>;\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>;\ncolor2 : vec4<f32>;\n#endif\nsizeRange : vec2<f32>;\nscaleRange : vec4<f32>;\nangleRange : vec4<f32>;\ngravity : vec3<f32>;\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32;\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>;\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>;\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>;\n#endif\n\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\nminEmitBox : vec3<f32>;\nmaxEmitBox : vec3<f32>;\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>;\nconeAngle : f32;\nheight : vec2<f32>;\ndirectionRandomizer : f32;\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32;\nheight : f32;\nradiusRange : f32;\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32;\nradiusRange : f32;\ndirectionRandomizer : f32;\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#endif\n#ifdef SPHEREEMITTER\nradius : f32;\nradiusRange : f32;\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n};\n[[binding(0),group(0)]] var<uniform> params : SimParams;\n[[binding(1),group(0)]] var<storage,read> particlesIn : Particles;\n[[binding(2),group(0)]] var<storage,read_write> particlesOut : Particles;\n[[binding(3),group(0)]] var randomTexture : texture_2d<f32>;\n[[binding(4),group(0)]] var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n[[binding(0),group(1)]] var sizeGradientSampler : sampler;\n[[binding(1),group(1)]] var sizeGradientTexture : texture_2d<f32>;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\n[[binding(2),group(1)]] var angularSpeedGradientSampler : sampler;\n[[binding(3),group(1)]] var angularSpeedGradientTexture : texture_2d<f32>;\n#endif\n#ifdef VELOCITYGRADIENTS\n[[binding(4),group(1)]] var velocityGradientSampler : sampler;\n[[binding(5),group(1)]] var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n[[binding(6),group(1)]] var limitVelocityGradientSampler : sampler;\n[[binding(7),group(1)]] var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n[[binding(8),group(1)]] var dragGradientSampler : sampler;\n[[binding(9),group(1)]] var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n[[binding(10),group(1)]] var noiseSampler : sampler;\n[[binding(11),group(1)]] var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32) -> vec3<f32> {\nreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\n}\nfn getRandomVec4(offset : f32,vertexID : f32) -> vec4<f32> {\nreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\n}\n[[stage(compute),workgroup_size(64)]]\nfn main([[builtin(global_invocation_id)]] GlobalInvocationID : vec3<u32>) {\nlet index : u32=GlobalInvocationID.x;\nlet vertexID : f32=f32(index);\nif (index>=u32(params.currentCount)) {\nreturn;\n}\nlet PI : f32=3.14159;\nlet timeDelta : f32=params.timeDelta;\nlet newAge : f32=particlesIn.particles[index].age+timeDelta;\nlet life : f32=particlesIn.particles[index].life;\nlet seed : vec4<f32>=particlesIn.particles[index].seed;\nlet direction : vec3<f32>=particlesIn.particles[index].direction;\n\nif (newAge>=life && params.stopFactor != 0.) {\nvar newPosition : vec3<f32>;\nvar newDirection : vec3<f32>;\n\nlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\n\nlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\nparticlesOut.particles[index].life=outLife;\nparticlesOut.particles[index].age=newAge-life;\n\nparticlesOut.particles[index].seed=seed;\n\nvar sizex : f32;\n#ifdef SIZEGRADIENTS\nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS\nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif\n\n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet yPos : f32=(-0.5+randoms2.x)*params.height;\nvar angle : f32=randoms2.y*PI*2.;\nlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\nlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\nlet xPos : f32=positionRadius*cos(angle);\nlet zPos : f32=positionRadius*sin(angle);\nnewPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\n\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\nnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;\n\nh=1.-h*h;\n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\nlRadius=lRadius*h;\nlet randX : f32=lRadius*sin(s);\nlet randZ : f32=lRadius*cos(s);\nlet randY : f32=h*params.height.x;\nnewPosition=vec3<f32>(randX,randY,randZ);\n\nif (abs(cos(params.coneAngle)) == 1.0) {\nnewDirection=vec3<f32>(0.,1.0,0.);\n} else {\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\nparticlesOut.particles[index].initialPosition=newPosition;\n#else\n\nnewPosition=vec3<f32>(0.,0.,0.);\n\nnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else\nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET\nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif\n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {\n\nvar directionScale : f32=timeDelta;\nparticlesOut.particles[index].age=newAge;\nlet ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient;\nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;\nparticlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nlet currentVelocity : f32=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*params.limitVelocityDamping;\n}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\nlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\nlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\nparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\nparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\nparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET\nvar offsetAge : f32=particlesOut.particles[index].age;\nlet dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\nparticlesOut.particles[index].cellStartOffset=cellStartOffset;\noffsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif\nvar ratio : f32;\nif (params.cellInfos.w == 1.0) {\nratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\n}\nelse {\nratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\n}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}\n}\n`;\n\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport var gpuUpdateParticlesComputeShader = { name, shader };\n"]}
1
+ {"version":3,"file":"gpuUpdateParticles.compute.js","sourceRoot":"","sources":["../../../sourceES6/core/ShadersWGSL/gpuUpdateParticles.compute.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,IAAI,IAAI,GAAG,iCAAiC,CAAC;AAC7C,IAAI,MAAM,GAAG,kmcAgZZ,CAAC;AAEF,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,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 = 'gpuUpdateParticlesComputeShader';\nlet shader = `struct Particle {\nposition : vec3<f32>;\nage : f32;\nsize : vec3<f32>;\nlife : f32;\nseed : vec4<f32>;\ndirection : vec3<f32>;\ndummy0: f32;\n#ifdef CUSTOMEMITTER\ninitialPosition : vec3<f32>;\ndummy1: f32;\n#endif\n#ifndef COLORGRADIENTS\ncolor : vec4<f32>;\n#endif\n#ifndef BILLBOARD\ninitialDirection : vec3<f32>;\ndummy2: f32;\n#endif\n#ifdef NOISE\nnoiseCoordinates1 : vec3<f32>;\ndummy3: f32;\nnoiseCoordinates2 : vec3<f32>;\ndummy4: f32;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nangle : f32;\n#else\nangle : vec2<f32>;\n#endif\n#ifdef ANIMATESHEET\ncellIndex : f32;\n#ifdef ANIMATESHEETRANDOMSTART\ncellStartOffset : f32;\n#endif\n#endif\n};\nstruct Particles {\nparticles : array<Particle>;\n};\nstruct SimParams {\ncurrentCount : f32;\ntimeDelta : f32;\nstopFactor : f32;\nrandomTextureSize: i32;\nlifeTime : vec2<f32>;\nemitPower : vec2<f32>;\n#ifndef COLORGRADIENTS\ncolor1 : vec4<f32>;\ncolor2 : vec4<f32>;\n#endif\nsizeRange : vec2<f32>;\nscaleRange : vec4<f32>;\nangleRange : vec4<f32>;\ngravity : vec3<f32>;\n#ifdef LIMITVELOCITYGRADIENTS\nlimitVelocityDamping : f32;\n#endif\n#ifdef ANIMATESHEET\ncellInfos : vec4<f32>;\n#endif\n#ifdef NOISE\nnoiseStrength : vec3<f32>;\n#endif\n#ifndef LOCAL\nemitterWM : mat4x4<f32>;\n#endif\n\n#ifdef BOXEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\nminEmitBox : vec3<f32>;\nmaxEmitBox : vec3<f32>;\n#endif\n#ifdef CONEEMITTER\nradius : vec2<f32>;\nconeAngle : f32;\nheight : vec2<f32>;\ndirectionRandomizer : f32;\n#endif\n#ifdef CYLINDEREMITTER\nradius : f32;\nheight : f32;\nradiusRange : f32;\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n#ifdef HEMISPHERICEMITTER\nradius : f32;\nradiusRange : f32;\ndirectionRandomizer : f32;\n#endif\n#ifdef POINTEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#endif\n#ifdef SPHEREEMITTER\nradius : f32;\nradiusRange : f32;\n#ifdef DIRECTEDSPHEREEMITTER\ndirection1 : vec3<f32>;\ndirection2 : vec3<f32>;\n#else\ndirectionRandomizer : f32;\n#endif\n#endif\n};\n@binding(0) @group(0) var<uniform> params : SimParams;\n@binding(1) @group(0) var<storage,read> particlesIn : Particles;\n@binding(2) @group(0) var<storage,read_write> particlesOut : Particles;\n@binding(3) @group(0) var randomTexture : texture_2d<f32>;\n@binding(4) @group(0) var randomTexture2 : texture_2d<f32>;\n#ifdef SIZEGRADIENTS\n@binding(0) @group(1) var sizeGradientSampler : sampler;\n@binding(1) @group(1) var sizeGradientTexture : texture_2d<f32>;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\n@binding(2) @group(1) var angularSpeedGradientSampler : sampler;\n@binding(3) @group(1) var angularSpeedGradientTexture : texture_2d<f32>;\n#endif\n#ifdef VELOCITYGRADIENTS\n@binding(4) @group(1) var velocityGradientSampler : sampler;\n@binding(5) @group(1) var velocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\n@binding(6) @group(1) var limitVelocityGradientSampler : sampler;\n@binding(7) @group(1) var limitVelocityGradientTexture : texture_2d<f32>;\n#endif\n#ifdef DRAGGRADIENTS\n@binding(8) @group(1) var dragGradientSampler : sampler;\n@binding(9) @group(1) var dragGradientTexture : texture_2d<f32>;\n#endif\n#ifdef NOISE\n@binding(10) @group(1) var noiseSampler : sampler;\n@binding(11) @group(1) var noiseTexture : texture_2d<f32>;\n#endif\nfn getRandomVec3(offset : f32,vertexID : f32) -> vec3<f32> {\nreturn textureLoad(randomTexture2,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0).rgb;\n}\nfn getRandomVec4(offset : f32,vertexID : f32) -> vec4<f32> {\nreturn textureLoad(randomTexture,vec2<i32>(i32(vertexID*offset/params.currentCount*f32(params.randomTextureSize)) % params.randomTextureSize,0),0);\n}\n@stage(compute) @workgroup_size(64)\nfn main(@builtin(global_invocation_id) GlobalInvocationID : vec3<u32>) {\nlet index : u32=GlobalInvocationID.x;\nlet vertexID : f32=f32(index);\nif (index>=u32(params.currentCount)) {\nreturn;\n}\nlet PI : f32=3.14159;\nlet timeDelta : f32=params.timeDelta;\nlet newAge : f32=particlesIn.particles[index].age+timeDelta;\nlet life : f32=particlesIn.particles[index].life;\nlet seed : vec4<f32>=particlesIn.particles[index].seed;\nlet direction : vec3<f32>=particlesIn.particles[index].direction;\n\nif (newAge>=life && params.stopFactor != 0.) {\nvar newPosition : vec3<f32>;\nvar newDirection : vec3<f32>;\n\nlet randoms : vec4<f32>=getRandomVec4(seed.x,vertexID);\n\nlet outLife : f32=params.lifeTime.x+(params.lifeTime.y-params.lifeTime.x)*randoms.r;\nparticlesOut.particles[index].life=outLife;\nparticlesOut.particles[index].age=newAge-life;\n\nparticlesOut.particles[index].seed=seed;\n\nvar sizex : f32;\n#ifdef SIZEGRADIENTS\nsizex=textureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(0.,0.),0.).r;\n#else\nsizex=params.sizeRange.x+(params.sizeRange.y-params.sizeRange.x)*randoms.g;\n#endif\nparticlesOut.particles[index].size=vec3<f32>(\nsizex,\nparams.scaleRange.x+(params.scaleRange.y-params.scaleRange.x)*randoms.b,\nparams.scaleRange.z+(params.scaleRange.w-params.scaleRange.z)*randoms.a);\n\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=params.color1+(params.color2-params.color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS\nparticlesOut.particles[index].angle=vec2<f32>(\nparams.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r,\nparams.angleRange.x+(params.angleRange.y-params.angleRange.x)*randoms.a);\n#else\nparticlesOut.particles[index].angle=params.angleRange.z+(params.angleRange.w-params.angleRange.z)*randoms.r;\n#endif\n\n#if defined(POINTEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=vec3<f32>(0.,0.,0.);\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(BOXEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewPosition=params.minEmitBox+(params.maxEmitBox-params.minEmitBox)*randoms2;\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#elif defined(HEMISPHERICEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,abs(randY),randZ);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#elif defined(SPHEREEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet phi : f32=2.0*PI*randoms2.x;\nlet theta : f32=acos(-1.0+2.0*randoms2.y);\nlet randX : f32=cos(phi)*sin(theta);\nlet randY : f32=cos(theta);\nlet randZ : f32=sin(phi)*sin(theta);\nnewPosition=(params.radius-(params.radius*params.radiusRange*randoms2.z))*vec3<f32>(randX,randY,randZ);\n\n#ifdef DIRECTEDSPHEREEMITTER\nnewDirection=normalize(params.direction1+(params.direction2-params.direction1)*randoms3);\n#else\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n#endif\n#elif defined(CYLINDEREMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\n\nlet yPos : f32=(-0.5+randoms2.x)*params.height;\nvar angle : f32=randoms2.y*PI*2.;\nlet inverseRadiusRangeSquared : f32=(1.-params.radiusRange)*(1.-params.radiusRange);\nlet positionRadius : f32=params.radius*sqrt(inverseRadiusRangeSquared+randoms2.z*(1.-inverseRadiusRangeSquared));\nlet xPos : f32=positionRadius*cos(angle);\nlet zPos : f32=positionRadius*sin(angle);\nnewPosition=vec3<f32>(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\nnewDirection=params.direction1+(params.direction2-params.direction1)*randoms3;\n#else\n\nangle=angle+(-0.5+randoms3.x)*PI*params.directionRandomizer;\nnewDirection=vec3<f32>(cos(angle),(-0.5+randoms3.y)*params.directionRandomizer,sin(angle));\nnewDirection=normalize(newDirection);\n#endif\n#elif defined(CONEEMITTER)\nlet randoms2 : vec3<f32>=getRandomVec3(seed.y,vertexID);\nlet s : f32=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nlet h : f32=0.0001;\n#else\nvar h : f32=randoms2.y*params.height.y;\n\nh=1.-h*h;\n#endif\nvar lRadius : f32=params.radius.x-params.radius.x*randoms2.z*params.radius.y;\nlRadius=lRadius*h;\nlet randX : f32=lRadius*sin(s);\nlet randZ : f32=lRadius*cos(s);\nlet randY : f32=h*params.height.x;\nnewPosition=vec3<f32>(randX,randY,randZ);\n\nif (abs(cos(params.coneAngle)) == 1.0) {\nnewDirection=vec3<f32>(0.,1.0,0.);\n} else {\nlet randoms3 : vec3<f32>=getRandomVec3(seed.z,vertexID);\nnewDirection=normalize(newPosition+params.directionRandomizer*randoms3);\n}\n#elif defined(CUSTOMEMITTER)\nnewPosition=particlesIn.particles[index].initialPosition;\nparticlesOut.particles[index].initialPosition=newPosition;\n#else\n\nnewPosition=vec3<f32>(0.,0.,0.);\n\nnewDirection=2.0*(getRandomVec3(seed.w,vertexID)-vec3<f32>(0.5,0.5,0.5));\n#endif\nlet power : f32=params.emitPower.x+(params.emitPower.y-params.emitPower.x)*randoms.a;\n#ifdef LOCAL\nparticlesOut.particles[index].position=newPosition;\n#else\nparticlesOut.particles[index].position=(params.emitterWM*vec4<f32>(newPosition,1.)).xyz;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=direction;\n#endif\n#else\n#ifdef LOCAL\nlet initial : vec3<f32>=newDirection;\n#else\nlet initial : vec3<f32>=(params.emitterWM*vec4<f32>(newDirection,0.)).xyz;\n#endif\nparticlesOut.particles[index].direction=initial*power;\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=initial;\n#endif\n#endif\n#ifdef ANIMATESHEET\nparticlesOut.particles[index].cellIndex=params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nparticlesOut.particles[index].cellStartOffset=randoms.a*outLife;\n#endif\n#endif\n#ifdef NOISE\nparticlesOut.particles[index].noiseCoordinates1=particlesIn.particles[index].noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=particlesIn.particles[index].noiseCoordinates2;\n#endif\n} else {\n\nvar directionScale : f32=timeDelta;\nparticlesOut.particles[index].age=newAge;\nlet ageGradient : f32=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale=directionScale*textureSampleLevel(velocityGradientTexture,velocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale=directionScale*(1.0-textureSampleLevel(dragGradientTexture,dragGradientSampler,vec2<f32>(ageGradient,0.),0.).r);\n#endif\nlet position : vec3<f32>=particlesIn.particles[index].position;\n#if defined(CUSTOMEMITTER)\nparticlesOut.particles[index].position=position+(direction-position)*ageGradient;\nparticlesOut.particles[index].initialPosition=particlesIn.particles[index].initialPosition;\n#else\nparticlesOut.particles[index].position=position+direction*directionScale;\n#endif\nparticlesOut.particles[index].life=life;\nparticlesOut.particles[index].seed=seed;\n#ifndef COLORGRADIENTS\nparticlesOut.particles[index].color=particlesIn.particles[index].color;\n#endif\n#ifdef SIZEGRADIENTS\nparticlesOut.particles[index].size=vec3<f32>(\ntextureSampleLevel(sizeGradientTexture,sizeGradientSampler,vec2<f32>(ageGradient,0.),0.).r,\nparticlesIn.particles[index].size.yz);\n#else\nparticlesOut.particles[index].size=particlesIn.particles[index].size;\n#endif\n#ifndef BILLBOARD\nparticlesOut.particles[index].initialDirection=particlesIn.particles[index].initialDirection;\n#endif\n#ifdef CUSTOMEMITTER\nparticlesOut.particles[index].direction=direction;\n#else\nvar updatedDirection : vec3<f32>=direction+params.gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nlet limitVelocity : f32=textureSampleLevel(limitVelocityGradientTexture,limitVelocityGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nlet currentVelocity : f32=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*params.limitVelocityDamping;\n}\n#endif\nparticlesOut.particles[index].direction=updatedDirection;\n#ifdef NOISE\nlet noiseCoordinates1 : vec3<f32>=particlesIn.particles[index].noiseCoordinates1;\nlet noiseCoordinates2 : vec3<f32>=particlesIn.particles[index].noiseCoordinates2;\nlet fetchedR : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.x,noiseCoordinates1.y)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedG : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates1.z,noiseCoordinates2.x)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet fetchedB : f32=textureSampleLevel(noiseTexture,noiseSampler,vec2<f32>(noiseCoordinates2.y,noiseCoordinates2.z)*vec2<f32>(0.5,0.5)+vec2<f32>(0.5,0.5),0.).r;\nlet force : vec3<f32>=vec3<f32>(-1.+2.*fetchedR,-1.+2.*fetchedG,-1.+2.*fetchedB)*params.noiseStrength;\nparticlesOut.particles[index].direction=particlesOut.particles[index].direction+force*timeDelta;\nparticlesOut.particles[index].noiseCoordinates1=noiseCoordinates1;\nparticlesOut.particles[index].noiseCoordinates2=noiseCoordinates2;\n#endif\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nlet angularSpeed : f32=textureSampleLevel(angularSpeedGradientTexture,angularSpeedGradientSampler,vec2<f32>(ageGradient,0.),0.).r;\nparticlesOut.particles[index].angle=particlesIn.particles[index].angle+angularSpeed*timeDelta;\n#else\nlet angle : vec2<f32>=particlesIn.particles[index].angle;\nparticlesOut.particles[index].angle=vec2<f32>(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET\nvar offsetAge : f32=particlesOut.particles[index].age;\nlet dist : f32=params.cellInfos.y-params.cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\nlet cellStartOffset : f32=particlesIn.particles[index].cellStartOffset;\nparticlesOut.particles[index].cellStartOffset=cellStartOffset;\noffsetAge=offsetAge+cellStartOffset;\n#else\nlet cellStartOffset : f32=0.;\n#endif\nvar ratio : f32;\nif (params.cellInfos.w == 1.0) {\nratio=clamp(((cellStartOffset+params.cellInfos.z*offsetAge) % life)/life,0.,1.0);\n}\nelse {\nratio=clamp((cellStartOffset+params.cellInfos.z*offsetAge)/life,0.,1.0);\n}\nparticlesOut.particles[index].cellIndex=f32(i32(params.cellInfos.x+ratio*dist));\n#endif\n}\n}\n`;\n\nShaderStore.ShadersStoreWGSL[name] = shader;\n/** @hidden */\nexport var gpuUpdateParticlesComputeShader = { name, shader };\n"]}
@@ -6,6 +6,7 @@ import { PickingInfo } from "../Collisions/pickingInfo.js";
6
6
  import { Texture } from "../Materials/Textures/texture.js";
7
7
  import { SceneComponentConstants } from "../sceneComponent.js";
8
8
  import { Logger } from "../Misc/logger.js";
9
+ import { Tools } from "../Misc/tools.js";
9
10
  import { Engine } from '../Engines/engine.js';
10
11
  import { WebRequest } from '../Misc/webRequest.js';
11
12
  import { SpriteRenderer } from './spriteRenderer.js';
@@ -266,16 +267,14 @@ var SpriteManager = /** @class */ (function () {
266
267
  re.test(imgUrl);
267
268
  } while (re.lastIndex > 0);
268
269
  var jsonUrl = imgUrl.substring(0, li - 1) + ".json";
269
- var xmlhttp_1 = new XMLHttpRequest();
270
- xmlhttp_1.open("GET", jsonUrl, true);
271
- xmlhttp_1.onerror = function () {
270
+ var onerror_1 = function () {
272
271
  Logger.Error("JSON ERROR: Unable to load JSON file.");
273
272
  _this._fromPacked = false;
274
273
  _this._packedAndReady = false;
275
274
  };
276
- xmlhttp_1.onload = function () {
275
+ var onload_1 = function (data) {
277
276
  try {
278
- var celldata = JSON.parse(xmlhttp_1.response);
277
+ var celldata = JSON.parse(data);
279
278
  var spritemap = (Reflect).ownKeys(celldata.frames);
280
279
  _this._spriteMap = spritemap;
281
280
  _this._packedAndReady = true;
@@ -287,7 +286,7 @@ var SpriteManager = /** @class */ (function () {
287
286
  throw new Error("Invalid JSON format. Please check documentation for format specifications.");
288
287
  }
289
288
  };
290
- xmlhttp_1.send();
289
+ Tools.LoadFile(jsonUrl, onload_1, undefined, undefined, false, onerror_1);
291
290
  }
292
291
  };
293
292
  SpriteManager.prototype._checkTextureAlpha = function (sprite, ray, distance, min, max) {