@babylonjs/core 5.23.0 → 5.25.0

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 (1828) hide show
  1. package/Actions/abstractActionManager.d.ts +6 -6
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +12 -21
  5. package/Actions/action.js +8 -17
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +7 -10
  8. package/Actions/actionManager.js +7 -10
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/condition.d.ts +9 -50
  11. package/Actions/condition.js +3 -26
  12. package/Actions/condition.js.map +1 -1
  13. package/Actions/directActions.d.ts +7 -7
  14. package/Actions/directActions.js +7 -7
  15. package/Actions/directActions.js.map +1 -1
  16. package/Actions/directAudioActions.d.ts +2 -2
  17. package/Actions/directAudioActions.js +2 -2
  18. package/Actions/directAudioActions.js.map +1 -1
  19. package/Actions/interpolateValueAction.d.ts +1 -1
  20. package/Actions/interpolateValueAction.js +1 -1
  21. package/Actions/interpolateValueAction.js.map +1 -1
  22. package/Animations/animatable.d.ts +5 -6
  23. package/Animations/animatable.js +1 -2
  24. package/Animations/animatable.js.map +1 -1
  25. package/Animations/animation.d.ts +6 -20
  26. package/Animations/animation.js +6 -20
  27. package/Animations/animation.js.map +1 -1
  28. package/Animations/animationEvent.d.ts +1 -1
  29. package/Animations/animationEvent.js +1 -1
  30. package/Animations/animationEvent.js.map +1 -1
  31. package/Animations/animationGroup.d.ts +4 -4
  32. package/Animations/animationGroup.js +4 -4
  33. package/Animations/animationGroup.js.map +1 -1
  34. package/Animations/easing.d.ts +13 -26
  35. package/Animations/easing.js +13 -26
  36. package/Animations/easing.js.map +1 -1
  37. package/Animations/runtimeAnimation.d.ts +3 -4
  38. package/Animations/runtimeAnimation.js +1 -2
  39. package/Animations/runtimeAnimation.js.map +1 -1
  40. package/Audio/audioSceneComponent.d.ts +2 -2
  41. package/Audio/audioSceneComponent.js.map +1 -1
  42. package/Audio/sound.d.ts +3 -4
  43. package/Audio/sound.js +2 -3
  44. package/Audio/sound.js.map +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  46. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  47. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  49. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  50. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  52. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  53. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  54. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  55. package/Behaviors/Cameras/framingBehavior.js +1 -1
  56. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  58. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/baseSixDofDragBehavior.js +5 -5
  60. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  61. package/Behaviors/Meshes/followBehavior.d.ts +1 -1
  62. package/Behaviors/Meshes/followBehavior.js +1 -1
  63. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  64. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  65. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  66. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  67. package/Bones/bone.d.ts +8 -10
  68. package/Bones/bone.js +8 -10
  69. package/Bones/bone.js.map +1 -1
  70. package/Bones/skeleton.d.ts +8 -10
  71. package/Bones/skeleton.js +8 -10
  72. package/Bones/skeleton.js.map +1 -1
  73. package/Buffers/buffer.d.ts +6 -6
  74. package/Buffers/buffer.js +14 -16
  75. package/Buffers/buffer.js.map +1 -1
  76. package/Buffers/storageBuffer.d.ts +1 -1
  77. package/Buffers/storageBuffer.js +1 -1
  78. package/Buffers/storageBuffer.js.map +1 -1
  79. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -2
  80. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -2
  81. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  82. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  83. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  84. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  85. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  86. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +1 -1
  87. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  88. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  89. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  90. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  91. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -1
  92. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  93. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  94. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.d.ts +1 -2
  95. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +1 -2
  96. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  97. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -2
  98. package/Cameras/RigModes/stereoscopicRigMode.js +1 -2
  99. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  100. package/Cameras/RigModes/vrRigMode.d.ts +1 -3
  101. package/Cameras/RigModes/vrRigMode.js +1 -3
  102. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  103. package/Cameras/RigModes/webVRRigMode.d.ts +1 -3
  104. package/Cameras/RigModes/webVRRigMode.js +1 -3
  105. package/Cameras/RigModes/webVRRigMode.js.map +1 -1
  106. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +2 -3
  107. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +2 -3
  108. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  109. package/Cameras/VR/vrCameraMetrics.d.ts +4 -4
  110. package/Cameras/VR/vrCameraMetrics.js +4 -4
  111. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  112. package/Cameras/VR/vrExperienceHelper.js +19 -24
  113. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  114. package/Cameras/VR/webVRCamera.d.ts +9 -9
  115. package/Cameras/VR/webVRCamera.js +9 -9
  116. package/Cameras/VR/webVRCamera.js.map +1 -1
  117. package/Cameras/arcRotateCamera.d.ts +12 -13
  118. package/Cameras/arcRotateCamera.js +9 -10
  119. package/Cameras/arcRotateCamera.js.map +1 -1
  120. package/Cameras/camera.d.ts +31 -40
  121. package/Cameras/camera.js +29 -38
  122. package/Cameras/camera.js.map +1 -1
  123. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  124. package/Cameras/deviceOrientationCamera.js +1 -1
  125. package/Cameras/deviceOrientationCamera.js.map +1 -1
  126. package/Cameras/flyCamera.d.ts +8 -12
  127. package/Cameras/flyCamera.js +6 -10
  128. package/Cameras/flyCamera.js.map +1 -1
  129. package/Cameras/followCamera.d.ts +2 -2
  130. package/Cameras/followCamera.js +2 -2
  131. package/Cameras/followCamera.js.map +1 -1
  132. package/Cameras/freeCamera.d.ts +7 -8
  133. package/Cameras/freeCamera.js +5 -6
  134. package/Cameras/freeCamera.js.map +1 -1
  135. package/Cameras/freeCameraInputsManager.d.ts +2 -2
  136. package/Cameras/freeCameraInputsManager.js +2 -2
  137. package/Cameras/freeCameraInputsManager.js.map +1 -1
  138. package/Cameras/gamepadCamera.d.ts +1 -1
  139. package/Cameras/gamepadCamera.js +1 -1
  140. package/Cameras/gamepadCamera.js.map +1 -1
  141. package/Cameras/targetCamera.d.ts +22 -25
  142. package/Cameras/targetCamera.js +21 -24
  143. package/Cameras/targetCamera.js.map +1 -1
  144. package/Cameras/touchCamera.d.ts +2 -2
  145. package/Cameras/touchCamera.js +2 -2
  146. package/Cameras/touchCamera.js.map +1 -1
  147. package/Cameras/universalCamera.d.ts +1 -1
  148. package/Cameras/universalCamera.js +1 -1
  149. package/Cameras/universalCamera.js.map +1 -1
  150. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  151. package/Cameras/virtualJoysticksCamera.js +1 -1
  152. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  153. package/Collisions/collider.d.ts +13 -44
  154. package/Collisions/collider.js +10 -41
  155. package/Collisions/collider.js.map +1 -1
  156. package/Collisions/collisionCoordinator.d.ts +2 -2
  157. package/Collisions/collisionCoordinator.js +1 -1
  158. package/Collisions/collisionCoordinator.js.map +1 -1
  159. package/Collisions/intersectionInfo.d.ts +1 -1
  160. package/Collisions/intersectionInfo.js +1 -1
  161. package/Collisions/intersectionInfo.js.map +1 -1
  162. package/Collisions/meshCollisionData.d.ts +1 -1
  163. package/Collisions/meshCollisionData.js +1 -1
  164. package/Collisions/meshCollisionData.js.map +1 -1
  165. package/Collisions/pickingInfo.d.ts +1 -1
  166. package/Collisions/pickingInfo.js +1 -1
  167. package/Collisions/pickingInfo.js.map +1 -1
  168. package/Compute/IComputeContext.d.ts +1 -1
  169. package/Compute/IComputeContext.js.map +1 -1
  170. package/Compute/IComputePipelineContext.d.ts +2 -2
  171. package/Compute/IComputePipelineContext.js.map +1 -1
  172. package/Compute/computeEffect.d.ts +5 -5
  173. package/Compute/computeEffect.js +5 -5
  174. package/Compute/computeEffect.js.map +1 -1
  175. package/Culling/Octrees/octreeBlock.d.ts +1 -9
  176. package/Culling/Octrees/octreeBlock.js +1 -9
  177. package/Culling/Octrees/octreeBlock.js.map +1 -1
  178. package/Culling/Octrees/octreeSceneComponent.d.ts +2 -2
  179. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  180. package/Culling/boundingBox.d.ts +6 -7
  181. package/Culling/boundingBox.js +5 -6
  182. package/Culling/boundingBox.js.map +1 -1
  183. package/Culling/boundingInfo.d.ts +1 -2
  184. package/Culling/boundingInfo.js +1 -2
  185. package/Culling/boundingInfo.js.map +1 -1
  186. package/Culling/boundingSphere.d.ts +1 -2
  187. package/Culling/boundingSphere.js +1 -2
  188. package/Culling/boundingSphere.js.map +1 -1
  189. package/Culling/ray.d.ts +7 -7
  190. package/Culling/ray.js +1 -1
  191. package/Culling/ray.js.map +1 -1
  192. package/Debug/debugLayer.d.ts +2 -2
  193. package/Debug/debugLayer.js +1 -1
  194. package/Debug/debugLayer.js.map +1 -1
  195. package/Debug/physicsViewer.d.ts +6 -6
  196. package/Debug/physicsViewer.js +4 -4
  197. package/Debug/physicsViewer.js.map +1 -1
  198. package/DeviceInput/InputDevices/deviceEnums.d.ts +1 -1
  199. package/DeviceInput/InputDevices/deviceEnums.js +1 -1
  200. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  201. package/DeviceInput/InputDevices/deviceSourceManager.d.ts +3 -3
  202. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  203. package/DeviceInput/InputDevices/deviceSourceManager.js.map +1 -1
  204. package/DeviceInput/internalDeviceSourceManager.d.ts +3 -3
  205. package/DeviceInput/internalDeviceSourceManager.js +1 -1
  206. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  207. package/DeviceInput/nativeDeviceInputSystem.d.ts +1 -1
  208. package/DeviceInput/nativeDeviceInputSystem.js +1 -1
  209. package/DeviceInput/nativeDeviceInputSystem.js.map +1 -1
  210. package/DeviceInput/webDeviceInputSystem.d.ts +1 -1
  211. package/DeviceInput/webDeviceInputSystem.js +1 -1
  212. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  213. package/Engines/Extensions/engine.computeShader.d.ts +7 -7
  214. package/Engines/Extensions/engine.computeShader.js +1 -1
  215. package/Engines/Extensions/engine.computeShader.js.map +1 -1
  216. package/Engines/Extensions/engine.cubeTexture.d.ts +6 -6
  217. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  218. package/Engines/Extensions/engine.debugging.d.ts +4 -4
  219. package/Engines/Extensions/engine.debugging.js.map +1 -1
  220. package/Engines/Extensions/engine.multiRender.js +8 -10
  221. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  222. package/Engines/Extensions/engine.multiview.d.ts +9 -9
  223. package/Engines/Extensions/engine.multiview.js.map +1 -1
  224. package/Engines/Extensions/engine.query.d.ts +24 -24
  225. package/Engines/Extensions/engine.query.js +8 -8
  226. package/Engines/Extensions/engine.query.js.map +1 -1
  227. package/Engines/Extensions/engine.rawTexture.js +3 -7
  228. package/Engines/Extensions/engine.rawTexture.js.map +1 -1
  229. package/Engines/Extensions/engine.readTexture.d.ts +2 -2
  230. package/Engines/Extensions/engine.readTexture.js.map +1 -1
  231. package/Engines/Extensions/engine.renderTarget.d.ts +2 -2
  232. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  233. package/Engines/Extensions/engine.textureSelector.d.ts +2 -2
  234. package/Engines/Extensions/engine.textureSelector.js.map +1 -1
  235. package/Engines/Extensions/engine.transformFeedback.d.ts +1 -1
  236. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  237. package/Engines/Extensions/engine.transformFeedback.js.map +1 -1
  238. package/Engines/Extensions/engine.views.d.ts +2 -2
  239. package/Engines/Extensions/engine.views.js.map +1 -1
  240. package/Engines/Extensions/engine.webVR.d.ts +13 -13
  241. package/Engines/Extensions/engine.webVR.js.map +1 -1
  242. package/Engines/ICanvas.d.ts +11 -0
  243. package/Engines/ICanvas.js.map +1 -1
  244. package/Engines/IDrawContext.d.ts +1 -1
  245. package/Engines/IDrawContext.js.map +1 -1
  246. package/Engines/IMaterialContext.d.ts +1 -1
  247. package/Engines/IMaterialContext.js.map +1 -1
  248. package/Engines/IPipelineContext.d.ts +5 -5
  249. package/Engines/IPipelineContext.js.map +1 -1
  250. package/Engines/Native/nativeDataStream.d.ts +2 -2
  251. package/Engines/Native/nativeDataStream.js +1 -1
  252. package/Engines/Native/nativeDataStream.js.map +1 -1
  253. package/Engines/Native/nativeInterfaces.d.ts +10 -10
  254. package/Engines/Native/nativeInterfaces.js.map +1 -1
  255. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.d.ts +1 -1
  256. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  257. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js.map +1 -1
  258. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.d.ts +1 -1
  259. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  260. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js.map +1 -1
  261. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.d.ts +1 -1
  262. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  263. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js.map +1 -1
  264. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.d.ts +1 -1
  265. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  266. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js.map +1 -1
  267. package/Engines/Processors/Expressions/shaderDefineExpression.d.ts +1 -1
  268. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  269. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  270. package/Engines/Processors/iShaderProcessor.d.ts +1 -1
  271. package/Engines/Processors/iShaderProcessor.js.map +1 -1
  272. package/Engines/Processors/shaderCodeConditionNode.d.ts +1 -1
  273. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  274. package/Engines/Processors/shaderCodeConditionNode.js.map +1 -1
  275. package/Engines/Processors/shaderCodeCursor.d.ts +1 -1
  276. package/Engines/Processors/shaderCodeCursor.js +1 -1
  277. package/Engines/Processors/shaderCodeCursor.js.map +1 -1
  278. package/Engines/Processors/shaderCodeNode.d.ts +1 -1
  279. package/Engines/Processors/shaderCodeNode.js +1 -1
  280. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  281. package/Engines/Processors/shaderCodeTestNode.d.ts +1 -1
  282. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  283. package/Engines/Processors/shaderCodeTestNode.js.map +1 -1
  284. package/Engines/Processors/shaderProcessingOptions.d.ts +2 -2
  285. package/Engines/Processors/shaderProcessingOptions.js.map +1 -1
  286. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  287. package/Engines/Processors/shaderProcessor.js +2 -2
  288. package/Engines/Processors/shaderProcessor.js.map +1 -1
  289. package/Engines/WebGL/webGL2ShaderProcessors.d.ts +1 -1
  290. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  291. package/Engines/WebGL/webGL2ShaderProcessors.js.map +1 -1
  292. package/Engines/WebGL/webGLHardwareTexture.d.ts +1 -1
  293. package/Engines/WebGL/webGLHardwareTexture.js +1 -1
  294. package/Engines/WebGL/webGLHardwareTexture.js.map +1 -1
  295. package/Engines/WebGL/webGLPipelineContext.d.ts +29 -38
  296. package/Engines/WebGL/webGLPipelineContext.js +95 -326
  297. package/Engines/WebGL/webGLPipelineContext.js.map +1 -1
  298. package/Engines/WebGL/webGLRenderTargetWrapper.d.ts +2 -2
  299. package/Engines/WebGL/webGLRenderTargetWrapper.js +3 -3
  300. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  301. package/Engines/WebGL/webGLShaderProcessors.d.ts +1 -1
  302. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  303. package/Engines/WebGL/webGLShaderProcessors.js.map +1 -1
  304. package/Engines/WebGPU/Extensions/engine.computeShader.d.ts +1 -1
  305. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  306. package/Engines/WebGPU/Extensions/engine.rawTexture.js +1 -5
  307. package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
  308. package/Engines/WebGPU/webgpuBufferManager.d.ts +1 -1
  309. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  310. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  311. package/Engines/WebGPU/webgpuBundleList.d.ts +8 -8
  312. package/Engines/WebGPU/webgpuBundleList.js +7 -7
  313. package/Engines/WebGPU/webgpuBundleList.js.map +1 -1
  314. package/Engines/WebGPU/webgpuCacheBindGroups.d.ts +1 -1
  315. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  316. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  317. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  318. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  319. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  320. package/Engines/WebGPU/webgpuCacheRenderPipelineString.d.ts +1 -1
  321. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  322. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js.map +1 -1
  323. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.d.ts +2 -2
  324. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +2 -2
  325. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js.map +1 -1
  326. package/Engines/WebGPU/webgpuCacheSampler.d.ts +1 -1
  327. package/Engines/WebGPU/webgpuCacheSampler.js +1 -1
  328. package/Engines/WebGPU/webgpuCacheSampler.js.map +1 -1
  329. package/Engines/WebGPU/webgpuClearQuad.d.ts +1 -1
  330. package/Engines/WebGPU/webgpuClearQuad.js +1 -1
  331. package/Engines/WebGPU/webgpuClearQuad.js.map +1 -1
  332. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  333. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  334. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  335. package/Engines/WebGPU/webgpuComputePipelineContext.d.ts +2 -2
  336. package/Engines/WebGPU/webgpuComputePipelineContext.js +1 -1
  337. package/Engines/WebGPU/webgpuComputePipelineContext.js.map +1 -1
  338. package/Engines/WebGPU/webgpuConstants.d.ts +38 -38
  339. package/Engines/WebGPU/webgpuConstants.js +38 -38
  340. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  341. package/Engines/WebGPU/webgpuDepthCullingState.d.ts +1 -1
  342. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  343. package/Engines/WebGPU/webgpuDepthCullingState.js.map +1 -1
  344. package/Engines/WebGPU/webgpuDrawContext.d.ts +1 -1
  345. package/Engines/WebGPU/webgpuDrawContext.js +1 -1
  346. package/Engines/WebGPU/webgpuDrawContext.js.map +1 -1
  347. package/Engines/WebGPU/webgpuExternalTexture.d.ts +1 -1
  348. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  349. package/Engines/WebGPU/webgpuExternalTexture.js.map +1 -1
  350. package/Engines/WebGPU/webgpuHardwareTexture.d.ts +9 -9
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  1714. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js +1 -1
  1715. package/ShadersWGSL/ShadersInclude/clipPlaneVertexDeclaration.js.map +1 -1
  1716. package/ShadersWGSL/ShadersInclude/instancesDeclaration.d.ts +1 -1
  1717. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js +1 -1
  1718. package/ShadersWGSL/ShadersInclude/instancesDeclaration.js.map +1 -1
  1719. package/ShadersWGSL/ShadersInclude/instancesVertex.d.ts +1 -1
  1720. package/ShadersWGSL/ShadersInclude/instancesVertex.js +1 -1
  1721. package/ShadersWGSL/ShadersInclude/instancesVertex.js.map +1 -1
  1722. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.d.ts +1 -1
  1723. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js +1 -1
  1724. package/ShadersWGSL/ShadersInclude/meshUboDeclaration.js.map +1 -1
  1725. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.d.ts +1 -1
  1726. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js +1 -1
  1727. package/ShadersWGSL/ShadersInclude/morphTargetsVertex.js.map +1 -1
  1728. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.d.ts +1 -1
  1729. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js +1 -1
  1730. package/ShadersWGSL/ShadersInclude/morphTargetsVertexDeclaration.js.map +1 -1
  1731. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.d.ts +1 -1
  1732. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js +1 -1
  1733. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobal.js.map +1 -1
  1734. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.d.ts +1 -1
  1735. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js +1 -1
  1736. package/ShadersWGSL/ShadersInclude/morphTargetsVertexGlobalDeclaration.js.map +1 -1
  1737. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.d.ts +1 -1
  1738. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js +1 -1
  1739. package/ShadersWGSL/ShadersInclude/sceneUboDeclaration.js.map +1 -1
  1740. package/ShadersWGSL/gpuUpdateParticles.compute.d.ts +1 -1
  1741. package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
  1742. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  1743. package/Sprites/spriteSceneComponent.d.ts +6 -6
  1744. package/Sprites/spriteSceneComponent.js.map +1 -1
  1745. package/Sprites/thinSprite.d.ts +5 -6
  1746. package/Sprites/thinSprite.js +1 -2
  1747. package/Sprites/thinSprite.js.map +1 -1
  1748. package/States/IStencilState.d.ts +1 -1
  1749. package/States/IStencilState.js.map +1 -1
  1750. package/States/alphaCullingState.d.ts +1 -1
  1751. package/States/alphaCullingState.js +1 -1
  1752. package/States/alphaCullingState.js.map +1 -1
  1753. package/States/depthCullingState.d.ts +1 -1
  1754. package/States/depthCullingState.js +1 -1
  1755. package/States/depthCullingState.js.map +1 -1
  1756. package/States/stencilState.d.ts +1 -1
  1757. package/States/stencilState.js +1 -1
  1758. package/States/stencilState.js.map +1 -1
  1759. package/States/stencilStateComposer.d.ts +1 -1
  1760. package/States/stencilStateComposer.js +1 -1
  1761. package/States/stencilStateComposer.js.map +1 -1
  1762. package/XR/features/WebXRControllerPhysics.d.ts +1 -1
  1763. package/XR/features/WebXRControllerPhysics.js +1 -1
  1764. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  1765. package/XR/features/WebXRControllerPointerSelection.d.ts +3 -6
  1766. package/XR/features/WebXRControllerPointerSelection.js +3 -6
  1767. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  1768. package/XR/features/WebXRControllerTeleportation.d.ts +4 -0
  1769. package/XR/features/WebXRControllerTeleportation.js +24 -19
  1770. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  1771. package/XR/features/WebXRLayers.d.ts +2 -2
  1772. package/XR/features/WebXRLayers.js +4 -4
  1773. package/XR/features/WebXRLayers.js.map +1 -1
  1774. package/XR/features/WebXRNearInteraction.js +2 -2
  1775. package/XR/features/WebXRNearInteraction.js.map +1 -1
  1776. package/XR/motionController/webXRAbstractMotionController.d.ts +5 -6
  1777. package/XR/motionController/webXRAbstractMotionController.js +4 -5
  1778. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  1779. package/XR/motionController/webXRControllerComponent.d.ts +1 -1
  1780. package/XR/motionController/webXRControllerComponent.js +1 -1
  1781. package/XR/motionController/webXRControllerComponent.js.map +1 -1
  1782. package/XR/motionController/webXRMotionControllerManager.d.ts +3 -3
  1783. package/XR/motionController/webXRMotionControllerManager.js +3 -3
  1784. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  1785. package/XR/native/nativeXRFrame.d.ts +2 -2
  1786. package/XR/native/nativeXRFrame.js +1 -1
  1787. package/XR/native/nativeXRFrame.js.map +1 -1
  1788. package/XR/native/nativeXRRenderTarget.d.ts +3 -3
  1789. package/XR/native/nativeXRRenderTarget.js +3 -3
  1790. package/XR/native/nativeXRRenderTarget.js.map +1 -1
  1791. package/XR/webXRCamera.d.ts +2 -2
  1792. package/XR/webXRCamera.js +1 -1
  1793. package/XR/webXRCamera.js.map +1 -1
  1794. package/XR/webXRDefaultExperience.d.ts +6 -6
  1795. package/XR/webXRDefaultExperience.js.map +1 -1
  1796. package/XR/webXRExperienceHelper.d.ts +21 -1
  1797. package/XR/webXRExperienceHelper.js +37 -7
  1798. package/XR/webXRExperienceHelper.js.map +1 -1
  1799. package/XR/webXRInputSource.d.ts +1 -1
  1800. package/XR/webXRInputSource.js.map +1 -1
  1801. package/XR/webXRLayerWrapper.d.ts +1 -1
  1802. package/XR/webXRLayerWrapper.js +1 -1
  1803. package/XR/webXRLayerWrapper.js.map +1 -1
  1804. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
  1805. package/XR/webXRRenderTargetTextureProvider.js +1 -1
  1806. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  1807. package/XR/webXRSessionManager.d.ts +1 -2
  1808. package/XR/webXRSessionManager.js +1 -2
  1809. package/XR/webXRSessionManager.js.map +1 -1
  1810. package/XR/webXRWebGLLayer.d.ts +2 -2
  1811. package/XR/webXRWebGLLayer.js +2 -2
  1812. package/XR/webXRWebGLLayer.js.map +1 -1
  1813. package/abstractScene.d.ts +1 -1
  1814. package/abstractScene.js +1 -1
  1815. package/abstractScene.js.map +1 -1
  1816. package/node.d.ts +44 -56
  1817. package/node.js +43 -58
  1818. package/node.js.map +1 -1
  1819. package/package.json +1 -1
  1820. package/scene.d.ts +130 -168
  1821. package/scene.js +115 -142
  1822. package/scene.js.map +1 -1
  1823. package/sceneComponent.d.ts +2 -2
  1824. package/sceneComponent.js +2 -2
  1825. package/sceneComponent.js.map +1 -1
  1826. package/types.d.ts +2 -2
  1827. package/types.js +1 -1
  1828. package/types.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/screenSpaceReflection.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"screenSpaceReflectionPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\r#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;\runiform sampler2D normalSampler;\runiform sampler2D positionSampler;\r#endif\nuniform mat4 view;\runiform mat4 projection;\runiform float stepSize;\runiform float strength;\runiform float threshold;\runiform float roughnessFactor;\runiform float reflectionSpecularFalloffExponent;\rvarying vec2 vUV;\r#ifdef SSR_SUPPORTED\nstruct ReflectionInfo {\rvec3 color;\rvec4 coords;\r};\r/**\r* According to specular,see https:\r*/\rvec3 fresnelSchlick(float cosTheta,vec3 F0)\r{\rreturn F0+(1.0-F0)*pow(1.0-cosTheta,5.0);\r}\r/**\r* Once the pixel's coordinates has been found,let's adjust (smooth) a little bit\r* by sampling multiple reflection pixels.\r*/\rReflectionInfo smoothReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rinfo.color=vec3(0.0);\rvec4 projectedCoord;\rfloat sampledDepth;\rfor(int i=0; i<SMOOTH_STEPS; i++)\r{\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\rdir*=0.5;\rif(depth>0.0)\rhitCoord-=dir;\relse\rhitCoord+=dir;\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\r}\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,1.0);\rinfo.color+=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.color/=float(SMOOTH_STEPS+1);\rreturn info;\r}\r/**\r* Tests the given world position (hitCoord) according to the given reflection vector (dir)\r* until it finds a collision (means that depth is enough close to say \"it's the pixel to sample!\").\r*/\rReflectionInfo getReflectionInfo(vec3 dir,vec3 hitCoord)\r{\rReflectionInfo info;\rvec4 projectedCoord;\rfloat sampledDepth;\rdir*=stepSize;\rfor(int i=0; i<REFLECTION_SAMPLES; i++)\r{\rhitCoord+=dir;\rprojectedCoord=projection*vec4(hitCoord,1.0);\rprojectedCoord.xy/=projectedCoord.w;\rprojectedCoord.xy=0.5*projectedCoord.xy+vec2(0.5);\rsampledDepth=(view*texture2D(positionSampler,projectedCoord.xy)).z;\rfloat depth=sampledDepth-hitCoord.z;\r#ifdef RIGHT_HANDED_SCENE\ndepth*=-1.0;\r#endif\nif(((depth-dir.z)<threshold) && depth<=0.0)\r{\r#ifdef ENABLE_SMOOTH_REFLECTIONS\nreturn smoothReflectionInfo(dir,hitCoord);\r#else\ninfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r#endif\n}\r}\rinfo.color=texture2D(textureSampler,projectedCoord.xy).rgb;\rinfo.coords=vec4(projectedCoord.xy,sampledDepth,0.0);\rreturn info;\r}\rvec3 hash(vec3 a)\r{\ra=fract(a*0.8);\ra+=dot(a,a.yxz+19.19);\rreturn fract((a.xxy+a.yxx)*a.zyx);\r}\r#endif\nvoid main()\r{\r#ifdef SSR_SUPPORTED\nvec4 albedoFull=texture2D(textureSampler,vUV);\rvec3 albedo=albedoFull.rgb;\rfloat spec=texture2D(reflectivitySampler,vUV).r;\rif (spec==0.0) {\rgl_FragColor=albedoFull;\rreturn;\r}\rvec3 normal=(texture2D(normalSampler,vUV)).xyz;\rvec3 position=(view*texture2D(positionSampler,vUV)).xyz;\rvec3 reflected=normalize(reflect(normalize(position),normalize(normal)));\rfloat roughness=1.0-texture2D(reflectivitySampler,vUV).a;\rvec3 jitt=mix(vec3(0.0),hash(position),roughness)*roughnessFactor;\rReflectionInfo info=getReflectionInfo(jitt+reflected,position);\rvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-info.coords.xy));\rfloat screenEdgefactor=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\rvec3 F0=vec3(0.04);\rF0 =mix(F0,albedo,spec);\rvec3 fresnel=fresnelSchlick(max(dot(normalize(normal),normalize(position)),0.0),F0);\r#ifdef RIGHT_HANDED_SCENE\nreflected.z*=-1.0;\r#endif\nfloat reflectionMultiplier=clamp(pow(spec*strength,reflectionSpecularFalloffExponent)*screenEdgefactor*reflected.z,0.0,0.9);\rfloat albedoMultiplier=1.0-reflectionMultiplier;\rvec3 SSR=info.color*fresnel;\rgl_FragColor=vec4((albedo*albedoMultiplier)+(SSR*reflectionMultiplier),albedoFull.a);\r#else\ngl_FragColor=texture2D(textureSampler,vUV);\r#endif\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflectionPixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import "./ShadersInclude/shadowMapFragmentExtraDeclaration";
2
2
  import "./ShadersInclude/clipPlaneFragmentDeclaration";
3
3
  import "./ShadersInclude/clipPlaneFragment";
4
4
  import "./ShadersInclude/shadowMapFragment";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare const shadowMapPixelShader: {
7
7
  name: string;
8
8
  shader: string;
@@ -22,6 +22,6 @@ if ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowS
22
22
  }`;
23
23
  // Sideeffect
24
24
  ShaderStore.ShadersStore[name] = shader;
25
- /** @hidden */
25
+ /** @internal */
26
26
  export const shadowMapPixelShader = { name, shader };
27
27
  //# sourceMappingURL=shadowMap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,oDAAoD,CAAC;AAC5D,OAAO,+CAA+C,CAAC;AACvD,OAAO,oCAAoC,CAAC;AAC5C,OAAO,oCAAoC,CAAC;AAE5C,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;EAuBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/shadowMapFragmentExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/shadowMapFragment\";\n\nconst name = \"shadowMapPixelShader\";\nconst shader = `#include<shadowMapFragmentExtraDeclaration>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#endif\n#include<clipPlaneFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\r#include<clipPlaneFragment>\n#ifdef ALPHATEST\nfloat alphaFromAlphaTexture=texture2D(diffuseSampler,vUV).a;\rif (alphaFromAlphaTexture<ALPHATESTVALUE)\rdiscard;\r#endif\n#if SM_SOFTTRANSPARENTSHADOW==1\n#ifdef ALPHATEST\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM*alphaFromAlphaTexture) discard;\r#else\nif ((bayerDither8(floor(mod(gl_FragCoord.xy,8.0))))/64.0>=softTransparentShadowSM) discard;\r#endif\n#endif\n#include<shadowMapFragment>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapPixelShader = { name, shader };\n"]}
@@ -15,7 +15,7 @@ import "./ShadersInclude/bakedVertexAnimation";
15
15
  import "./ShadersInclude/shadowMapVertexNormalBias";
16
16
  import "./ShadersInclude/shadowMapVertexMetric";
17
17
  import "./ShadersInclude/clipPlaneVertex";
18
- /** @hidden */
18
+ /** @internal */
19
19
  export declare const shadowMapVertexShader: {
20
20
  name: string;
21
21
  shader: string;
@@ -65,6 +65,6 @@ vUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));
65
65
  }`;
66
66
  // Sideeffect
67
67
  ShaderStore.ShadersStore[name] = shader;
68
- /** @hidden */
68
+ /** @internal */
69
69
  export const shadowMapVertexShader = { name, shader };
70
70
  //# sourceMappingURL=shadowMap.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const shadowMapVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"shadowMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/shadowMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAC3C,OAAO,kDAAkD,CAAC;AAC1D,OAAO,sDAAsD,CAAC;AAC9D,OAAO,gDAAgD,CAAC;AACxD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,6CAA6C,CAAC;AACrD,OAAO,0CAA0C,CAAC;AAClD,OAAO,kDAAkD,CAAC;AAC1D,OAAO,6CAA6C,CAAC;AACrD,OAAO,2CAA2C,CAAC;AACnD,OAAO,qCAAqC,CAAC;AAC7C,OAAO,kCAAkC,CAAC;AAC1C,OAAO,8BAA8B,CAAC;AACtC,OAAO,uCAAuC,CAAC;AAC/C,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAE1C,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/bonesDeclaration\";\nimport \"./ShadersInclude/bakedVertexAnimationDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobalDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexDeclaration\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/shadowMapVertexDeclaration\";\nimport \"./ShadersInclude/shadowMapUboDeclaration\";\nimport \"./ShadersInclude/shadowMapVertexExtraDeclaration\";\nimport \"./ShadersInclude/clipPlaneVertexDeclaration\";\nimport \"./ShadersInclude/morphTargetsVertexGlobal\";\nimport \"./ShadersInclude/morphTargetsVertex\";\nimport \"./ShadersInclude/instancesVertex\";\nimport \"./ShadersInclude/bonesVertex\";\nimport \"./ShadersInclude/bakedVertexAnimation\";\nimport \"./ShadersInclude/shadowMapVertexNormalBias\";\nimport \"./ShadersInclude/shadowMapVertexMetric\";\nimport \"./ShadersInclude/clipPlaneVertex\";\n\nconst name = \"shadowMapVertexShader\";\nconst shader = `attribute vec3 position;\r#ifdef NORMAL\nattribute vec3 normal;\r#endif\n#include<bonesDeclaration>\n#include<bakedVertexAnimationDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef INSTANCES\nattribute vec4 world0;\rattribute vec4 world1;\rattribute vec4 world2;\rattribute vec4 world3;\r#endif\n#include<helperFunctions>\n#include<__decl__shadowMapVertex>\n#ifdef ALPHATEST\nvarying vec2 vUV;\runiform mat4 diffuseMatrix;\r#ifdef UV1\nattribute vec2 uv;\r#endif\n#ifdef UV2\nattribute vec2 uv2;\r#endif\n#endif\n#include<shadowMapVertexExtraDeclaration>\n#include<clipPlaneVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void)\r{\rvec3 positionUpdated=position;\r#ifdef UV1\nvec2 uvUpdated=uv;\r#endif\n#ifdef NORMAL\nvec3 normalUpdated=normal;\r#endif\n#include<morphTargetsVertexGlobal>\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#include<bakedVertexAnimation>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\r#ifdef NORMAL\nmat3 normWorldSM=mat3(finalWorld);\r#if defined(INSTANCES) && defined(THIN_INSTANCES)\nvec3 vNormalW=normalUpdated/vec3(dot(normWorldSM[0],normWorldSM[0]),dot(normWorldSM[1],normWorldSM[1]),dot(normWorldSM[2],normWorldSM[2]));\rvNormalW=normalize(normWorldSM*vNormalW);\r#else\n#ifdef NONUNIFORMSCALING\nnormWorldSM=transposeMat3(inverseMat3(normWorldSM));\r#endif\nvec3 vNormalW=normalize(normWorldSM*normalUpdated);\r#endif\n#endif\n#include<shadowMapVertexNormalBias>\ngl_Position=viewProjection*worldPos;\r#include<shadowMapVertexMetric>\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uvUpdated,1.0,0.0));\r#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\r#endif\n#endif\n#include<clipPlaneVertex>\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const shadowMapVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const sharpenPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -5,6 +5,6 @@ const shader = `varying vec2 vUV;
5
5
  void main(void)
6
6
  // Sideeffect
7
7
  ShaderStore.ShadersStore[name] = shader;
8
- /** @hidden */
8
+ /** @internal */
9
9
  export const sharpenPixelShader = { name, shader };
10
10
  //# sourceMappingURL=sharpen.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sharpen.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sharpen.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"sharpenPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 sharpnessAmounts;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 onePixel=vec2(1.0,1.0)/screenSize;\rvec4 color=texture2D(textureSampler,vUV);\rvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\rcolor*4.0;\rgl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const sharpenPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sharpen.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sharpen.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;EAeb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"sharpenPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform vec2 screenSize;\runiform vec2 sharpnessAmounts;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rvec2 onePixel=vec2(1.0,1.0)/screenSize;\rvec4 color=texture2D(textureSampler,vUV);\rvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\rtexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\rcolor*4.0;\rgl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const sharpenPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const spriteMapPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec2 tileID=floor(tUV);
7
7
  vec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const spriteMapPixelShader = { name, shader };
12
12
  //# sourceMappingURL=spriteMap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rif (i==0){\rcolor=texture2D(spriteSheet,tileUV*frameSize+offset);\r} else {\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spriteMapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"spriteMap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoEb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapPixelShader\";\nconst shader = `precision highp float;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\runiform float time;\runiform float spriteCount;\runiform sampler2D spriteSheet;\runiform vec2 spriteMapSize;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform sampler2D frameMap;\runiform sampler2D tileMaps[LAYERS];\runiform sampler2D animationMap;\runiform vec3 colorMul;\rfloat mt;\rconst float fdStep=1./4.;\rconst float aFrameSteps=1./MAX_ANIMATION_FRAMES;\rmat4 getFrameData(float frameID){\rfloat fX=frameID/spriteCount;\rreturn mat4(\rtexture2D(frameMap,vec2(fX,0.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*1.),0.),\rtexture2D(frameMap,vec2(fX,fdStep*2.),0.),\rvec4(0.)\r);\r}\rvoid main(){\rvec4 color=vec4(0.);\rvec2 tileUV=fract(tUV);\r#ifdef FLIPU\ntileUV.y=1.0-tileUV.y;\r#endif\nvec2 tileID=floor(tUV);\rvec2 sheetUnits=1./spriteMapSize;\rfloat spriteUnits=1./spriteCount;\rvec2 stageUnits=1./stageSize;\rfor(int i=0; i<LAYERS; i++) {\rfloat frameID;\r#define LAYER_ID_SWITCH\nvec4 animationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,0.),0.);\rif(animationData.y>0.) {\rmt=mod(time*animationData.z,1.0);\rfor(float f=0.; f<MAX_ANIMATION_FRAMES; f++){\rif(animationData.y>mt){\rframeID=animationData.x;\rbreak;\r}\ranimationData=texture2D(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.);\r}\r}\rmat4 frameData=getFrameData(frameID+0.5);\rvec2 frameSize=(frameData[0].zw)/spriteMapSize;\rvec2 offset=frameData[0].xy*sheetUnits;\rvec2 ratio=frameData[2].xy/frameData[0].zw;\rif (frameData[2].z==1.){\rtileUV.xy=tileUV.yx;\r}\rif (i==0){\rcolor=texture2D(spriteSheet,tileUV*frameSize+offset);\r} else {\rvec4 nc=texture2D(spriteSheet,tileUV*frameSize+offset);\rfloat alpha=min(color.a+nc.a,1.0);\rvec3 mixed=mix(color.xyz,nc.xyz,nc.a);\rcolor=vec4(mixed,alpha);\r}\r}\rcolor.xyz*=colorMul;\rgl_FragColor=color;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const spriteMapVertexShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -4,6 +4,6 @@ const name = "spriteMapVertexShader";
4
4
  const shader = `precision highp float;
5
5
  // Sideeffect
6
6
  ShaderStore.ShadersStore[name] = shader;
7
- /** @hidden */
7
+ /** @internal */
8
8
  export const spriteMapVertexShader = { name, shader };
9
9
  //# sourceMappingURL=spriteMap.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"spriteMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\rvarying vec2 stageUnits;\rvarying vec2 levelUnits;\rvarying vec2 tileID;\runiform float time;\runiform mat4 worldViewProjection;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform vec2 spriteMapSize;\runiform float stageScale;\rvoid main() {\rvec4 p=vec4( position,1. );\rvPosition=p.xyz;\rvUV=uv;\rtUV=uv*stageSize; \rgl_Position=worldViewProjection*p;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spriteMapVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"spriteMap.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/spriteMap.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,uBAAuB,CAAC;AACrC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;EAsBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,qBAAqB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"spriteMapVertexShader\";\nconst shader = `precision highp float;\rattribute vec3 position;\rattribute vec3 normal;\rattribute vec2 uv;\rvarying vec3 vPosition;\rvarying vec2 vUV;\rvarying vec2 tUV;\rvarying vec2 stageUnits;\rvarying vec2 levelUnits;\rvarying vec2 tileID;\runiform float time;\runiform mat4 worldViewProjection;\runiform vec2 outputSize;\runiform vec2 stageSize;\runiform vec2 spriteMapSize;\runiform float stageScale;\rvoid main() {\rvec4 p=vec4( position,1. );\rvPosition=p.xyz;\rvUV=uv;\rtUV=uv*stageSize; \rgl_Position=worldViewProjection*p;\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spriteMapVertexShader = { name, shader };\n"]}
@@ -1,7 +1,7 @@
1
1
  import "./ShadersInclude/fogFragmentDeclaration";
2
2
  import "./ShadersInclude/fogFragment";
3
3
  import "./ShadersInclude/imageProcessingCompatibility";
4
- /** @hidden */
4
+ /** @internal */
5
5
  export declare const spritesPixelShader: {
6
6
  name: string;
7
7
  shader: string;
@@ -13,6 +13,6 @@ gl_FragColor=color;
13
13
  }`;
14
14
  // Sideeffect
15
15
  ShaderStore.ShadersStore[name] = shader;
16
- /** @hidden */
16
+ /** @internal */
17
17
  export const spritesPixelShader = { name, shader };
18
18
  //# sourceMappingURL=sprites.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\rif (float(alphaTest) != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spritesPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,yCAAyC,CAAC;AACjD,OAAO,8BAA8B,CAAC;AACtC,OAAO,+CAA+C,CAAC;AAEvD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;EAmBb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogFragmentDeclaration\";\nimport \"./ShadersInclude/fogFragment\";\nimport \"./ShadersInclude/imageProcessingCompatibility\";\n\nconst name = \"spritesPixelShader\";\nconst shader = `uniform bool alphaTest;\rvarying vec4 vColor;\rvarying vec2 vUV;\runiform sampler2D diffuseSampler;\r#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 color=texture2D(diffuseSampler,vUV);\rif (float(alphaTest) != 0.)\r{\rif (color.a<0.95)\rdiscard;\r}\rcolor*=vColor;\r#include<fogFragment>\ngl_FragColor=color;\r#include<imageProcessingCompatibility>\n#define CUSTOM_FRAGMENT_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesPixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/fogVertexDeclaration";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const spritesVertexShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -11,6 +11,6 @@ vFogDistance=viewPos;
11
11
  }`;
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const spritesVertexShader = { name, shader };
16
16
  //# sourceMappingURL=sprites.vertex.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;\rattribute vec2 options;\rattribute vec2 offsets;\rattribute vec2 inverts;\rattribute vec4 cellInfo;\rattribute vec4 color;\runiform mat4 view;\runiform mat4 projection;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \rvec2 cornerPos;\rfloat angle=position.w;\rvec2 size=vec2(options.x,options.y);\rvec2 offset=offsets.xy;\rcornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;\rvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rviewPos+=rotatedCorner;\rgl_Position=projection*vec4(viewPos,1.0); \rvColor=color;\rvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\rvec2 uvPlace=cellInfo.xy;\rvec2 uvSize=cellInfo.zw;\rvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\rvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\r#ifdef FOG\nvFogDistance=viewPos;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const spritesVertexShader = { name, shader };\n"]}
1
+ {"version":3,"file":"sprites.vertex.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/sprites.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,uCAAuC,CAAC;AAE/C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAoCb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fogVertexDeclaration\";\n\nconst name = \"spritesVertexShader\";\nconst shader = `attribute vec4 position;\rattribute vec2 options;\rattribute vec2 offsets;\rattribute vec2 inverts;\rattribute vec4 cellInfo;\rattribute vec4 color;\runiform mat4 view;\runiform mat4 projection;\rvarying vec2 vUV;\rvarying vec4 vColor;\r#include<fogVertexDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \rvec2 cornerPos;\rfloat angle=position.w;\rvec2 size=vec2(options.x,options.y);\rvec2 offset=offsets.xy;\rcornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;\rvec3 rotatedCorner;\rrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\rrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\rrotatedCorner.z=0.;\rviewPos+=rotatedCorner;\rgl_Position=projection*vec4(viewPos,1.0); \rvColor=color;\rvec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));\rvec2 uvPlace=cellInfo.xy;\rvec2 uvSize=cellInfo.zw;\rvUV.x=uvPlace.x+uvSize.x*uvOffset.x;\rvUV.y=uvPlace.y+uvSize.y*uvOffset.y;\r#ifdef FOG\nvFogDistance=viewPos;\r#endif\n#define CUSTOM_VERTEX_MAIN_END\n}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const spritesVertexShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssaoPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -6,6 +6,6 @@ uniform sampler2D randomSampler;
6
6
  `;
7
7
  // Sideeffect
8
8
  ShaderStore.ShadersStore[name] = shader;
9
- /** @hidden */
9
+ /** @internal */
10
10
  export const ssaoPixelShader = { name, shader };
11
11
  //# sourceMappingURL=ssao.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssao.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float radius;\runiform float area;\runiform float fallOff;\runiform float base;\rvec3 normalFromDepth(float depth,vec2 coords)\r{\rvec2 offset1=vec2(0.0,radius);\rvec2 offset2=vec2(radius,0.0);\rfloat depth1=texture2D(textureSampler,coords+offset1).r;\rfloat depth2=texture2D(textureSampler,coords+offset2).r;\rvec3 p1=vec3(offset1,depth1-depth);\rvec3 p2=vec3(offset2,depth2-depth);\rvec3 normal=cross(p1,p2);\rnormal.z=-normal.z;\rreturn normalize(normal);\r}\rvoid main()\r{\rvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\rfloat depth=texture2D(textureSampler,vUV).r;\rvec3 position=vec3(vUV,depth);\rvec3 normal=normalFromDepth(depth,vUV);\rfloat radiusDepth=radius/depth;\rfloat occlusion=0.0;\rvec3 ray;\rvec3 hemiRay;\rfloat occlusionDepth;\rfloat difference;\rfor (int i=0; i<SAMPLES; i++)\r{\rray=radiusDepth*reflect(sampleSphere[i],random);\rhemiRay=position+sign(dot(ray,normal))*ray;\rocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\rdifference=depth-occlusionDepth;\rocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\r}\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor.r=result;\rgl_FragColor.g=result;\rgl_FragColor.b=result;\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssaoPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoDd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float radius;\runiform float area;\runiform float fallOff;\runiform float base;\rvec3 normalFromDepth(float depth,vec2 coords)\r{\rvec2 offset1=vec2(0.0,radius);\rvec2 offset2=vec2(radius,0.0);\rfloat depth1=texture2D(textureSampler,coords+offset1).r;\rfloat depth2=texture2D(textureSampler,coords+offset2).r;\rvec3 p1=vec3(offset1,depth1-depth);\rvec3 p2=vec3(offset2,depth2-depth);\rvec3 normal=cross(p1,p2);\rnormal.z=-normal.z;\rreturn normalize(normal);\r}\rvoid main()\r{\rvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\rfloat depth=texture2D(textureSampler,vUV).r;\rvec3 position=vec3(vUV,depth);\rvec3 normal=normalFromDepth(depth,vUV);\rfloat radiusDepth=radius/depth;\rfloat occlusion=0.0;\rvec3 ray;\rvec3 hemiRay;\rfloat occlusionDepth;\rfloat difference;\rfor (int i=0; i<SAMPLES; i++)\r{\rray=radiusDepth*reflect(sampleSphere[i],random);\rhemiRay=position+sign(dot(ray,normal))*ray;\rocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\rdifference=depth-occlusionDepth;\rocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\r}\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor.r=result;\rgl_FragColor.g=result;\rgl_FragColor.b=result;\rgl_FragColor.a=1.0;\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssaoPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssao2PixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -17,6 +17,6 @@ gl_FragColor.rgb=vec3(color.r);
17
17
  `;
18
18
  // Sideeffect
19
19
  ShaderStore.ShadersStore[name] = shader;
20
- /** @hidden */
20
+ /** @internal */
21
21
  export const ssao2PixelShader = { name, shader };
22
22
  //# sourceMappingURL=ssao2.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\runiform float near;\runiform float far;\runiform float radius;\rfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\rvarying vec2 vUV;\rfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\rreturn ( near*far )/( ( far-near )*invClipZ-far );\r}\rfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\rreturn ( near*far/viewZ+far)/( far-near );\r}\rfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\rreturn ( viewZ+near )/( near-far );\r}\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform sampler2D depthSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\rfloat depth=texture2D(depthSampler,vUV).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=texture2D(normalSampler,vUV).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\runiform float outSize;\runiform float samplerOffsets[SAMPLES];\rvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.3846153846)*direction;\rvec2 off2=vec2(3.2307692308)*direction;\rcolor+=texture2D(image,uv)*0.2270270270;\rcolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\rcolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\rreturn color;\r}\rvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rcolor+=texture2D(image,uv)*0.1964825501511404;\rcolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\rcolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\rreturn color;\r}\rvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rfloat compareDepth=abs(texture2D(depthSampler,uv).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rcolor+=texture2D(image,uv)*30.0;\rsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv+(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv-(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off3/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off3/resolution))*weight;\rreturn color/weightSum;\r}\rvoid main()\r{\r#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\rfloat texelsize=1.0/outSize;\rfloat result=0.0;\rfloat weightSum=0.0;\rfor (int i=0; i<SAMPLES; ++i)\r{\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\r#else\nvec2 direction=vec2(0.0,1.0);\rvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\r#endif\nvec2 samplePos=vUV+sampleOffset;\rfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\rfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\rresult+=texture2D(textureSampler,samplePos).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\rgl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r#else\nvec4 color;\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#else\nvec2 direction=vec2(0.0,1.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#endif\ngl_FragColor.rgb=vec3(color.r);\rgl_FragColor.a=1.0;\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssao2PixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssao2.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssao2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkMd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssao2PixelShader\";\nconst shader = `precision highp float;\runiform sampler2D textureSampler;\runiform float near;\runiform float far;\runiform float radius;\rfloat scales[16]=float[16](\r0.1,\r0.11406250000000001,\r0.131640625,\r0.15625,\r0.187890625,\r0.2265625,\r0.272265625,\r0.325,\r0.384765625,\r0.4515625,\r0.525390625,\r0.60625,\r0.694140625,\r0.7890625,\r0.891015625,\r1.0\r);\rvarying vec2 vUV;\rfloat perspectiveDepthToViewZ(in float invClipZ,in float near,in float far ) {\rreturn ( near*far )/( ( far-near )*invClipZ-far );\r}\rfloat viewZToPerspectiveDepth( in float viewZ,in float near,in float far ) {\rreturn ( near*far/viewZ+far)/( far-near );\r}\rfloat viewZToOrthographicDepth( in float viewZ,in float near,in float far ) {\rreturn ( viewZ+near )/( near-far );\r}\r#ifdef SSAO\nuniform sampler2D randomSampler;\runiform sampler2D depthSampler;\runiform sampler2D normalSampler;\runiform float randTextureTiles;\runiform float samplesFactor;\runiform vec3 sampleSphere[SAMPLES];\runiform float totalStrength;\runiform float base;\runiform float xViewport;\runiform float yViewport;\runiform mat3 depthProjection;\runiform float maxZ;\runiform float minZAspect;\runiform vec2 texelSize;\runiform mat4 projection;\rvoid main()\r{\rvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\rfloat depth=texture2D(depthSampler,vUV).r;\rfloat depthSign=depth/abs(depth);\rdepth=depth*depthSign;\rvec3 normal=texture2D(normalSampler,vUV).rgb;\rfloat occlusion=0.0;\rfloat correctedRadius=min(radius,minZAspect*depth/near);\rvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\rvec3 vDepthFactor=depthProjection*vec3(1.0,1.0,depth);\rvec3 origin=vViewRay*vDepthFactor;\rvec3 rvec=random*2.0-1.0;\rrvec.z=0.0;\rfloat dotProduct=dot(rvec,normal);\rrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\rvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\rvec3 bitangent=cross(normal,tangent);\rmat3 tbn=mat3(tangent,bitangent,normal);\rfloat difference;\rfor (int i=0; i<SAMPLES; ++i) {\rvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\rsamplePosition=samplePosition*correctedRadius+origin;\rvec4 offset=vec4(samplePosition,1.0);\roffset=projection*offset;\roffset.xyz/=offset.w;\roffset.xy=offset.xy*0.5+0.5;\rif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\rcontinue;\r}\rfloat sampleDepth=abs(texture2D(depthSampler,offset.xy).r);\rdifference=depthSign*samplePosition.z-sampleDepth;\rfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\rocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\r}\rocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\rfloat ao=1.0-totalStrength*occlusion*samplesFactor;\rfloat result=clamp(ao+base,0.0,1.0);\rgl_FragColor=vec4(vec3(result),1.0);\r}\r#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\runiform float outSize;\runiform float samplerOffsets[SAMPLES];\rvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.3846153846)*direction;\rvec2 off2=vec2(3.2307692308)*direction;\rcolor+=texture2D(image,uv)*0.2270270270;\rcolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\rcolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\rcolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\rreturn color;\r}\rvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rcolor+=texture2D(image,uv)*0.1964825501511404;\rcolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\rcolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\rcolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\rcolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\rreturn color;\r}\rvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\rvec4 color=vec4(0.0);\rvec2 off1=vec2(1.411764705882353)*direction;\rvec2 off2=vec2(3.2941176470588234)*direction;\rvec2 off3=vec2(5.176470588235294)*direction;\rfloat compareDepth=abs(texture2D(depthSampler,uv).r);\rfloat sampleDepth;\rfloat weight;\rfloat weightSum=30.0;\rcolor+=texture2D(image,uv)*30.0;\rsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv+(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+= weight;\rcolor+=texture2D(image,uv-(off1/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off2/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv+(off3/resolution))*weight;\rsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\rweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\rweightSum+=weight;\rcolor+=texture2D(image,uv-(off3/resolution))*weight;\rreturn color/weightSum;\r}\rvoid main()\r{\r#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\rfloat texelsize=1.0/outSize;\rfloat result=0.0;\rfloat weightSum=0.0;\rfor (int i=0; i<SAMPLES; ++i)\r{\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\r#else\nvec2 direction=vec2(0.0,1.0);\rvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\r#endif\nvec2 samplePos=vUV+sampleOffset;\rfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\rfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\rresult+=texture2D(textureSampler,samplePos).r*weight;\rweightSum+=weight;\r}\rresult/=weightSum;\rgl_FragColor.rgb=vec3(result);\rgl_FragColor.a=1.0;\r#else\nvec4 color;\r#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#else\nvec2 direction=vec2(0.0,1.0);\rcolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\r#endif\ngl_FragColor.rgb=vec3(color.r);\rgl_FragColor.a=1.0;\r#endif\n}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssao2PixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const ssaoCombinePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);
7
7
  }
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const ssaoCombinePixelShader = { name, shader };
12
12
  //# sourceMappingURL=ssaoCombine.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoCombinePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D originalColor;\runiform vec4 viewport;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\rvec4 sceneColor=texture2D(originalColor,vUV);\rgl_FragColor=sceneColor*ssaoColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const ssaoCombinePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"ssaoCombine.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/ssaoCombine.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;CAYd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"ssaoCombinePixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D originalColor;\runiform vec4 viewport;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\rvec4 sceneColor=texture2D(originalColor,vUV);\rgl_FragColor=sceneColor*ssaoColor;\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const ssaoCombinePixelShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
1
  import "./ShadersInclude/packingFunctions";
2
- /** @hidden */
2
+ /** @internal */
3
3
  export declare const standardPixelShader: {
4
4
  name: string;
5
5
  shader: string;
@@ -50,6 +50,6 @@ uniform mat4 inverseViewProjection;
50
50
  `;
51
51
  // Sideeffect
52
52
  ShaderStore.ShadersStore[name] = shader;
53
- /** @hidden */
53
+ /** @internal */
54
54
  export const standardPixelShader = { name, shader };
55
55
  //# sourceMappingURL=standard.fragment.js.map
@@ -1 +1 @@
1
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i<int(NB_STEPS); i++)\r{\rvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\rfloat depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\rworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\rworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\rfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\rif (shadowMapValue>shadowPixelDepth)\raccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\rcurrentPosition+=stepL;\r}\raccumFog/=NB_STEPS;\rvec3 color=accumFog*scatteringPower;\rgl_FragColor=vec4(color*exp(color) ,1.0);\r}\r#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\rvoid main(void)\r{\rgl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\r}\r#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\rvoid main()\r{\rfloat average=0.0;\rvec4 color=vec4(0.0);\rfloat maximum=-1e20;\rvec3 weight=vec3(0.299,0.587,0.114);\rfor (int i=0; i<4; i++)\r{\rcolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\rfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\r#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\r#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\r#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\r#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\r#endif\nmaximum=max(maximum,GreyValue);\raverage+=(0.25*log(1e-5+GreyValue));\r}\raverage=exp(average);\rgl_FragColor=vec4(average,maximum,0.0,1.0);\r}\r#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\runiform float halfDestPixelSize;\r#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\r{\rvec4 color=vec4(0.0);\rfloat average=0.0;\rfor (int i=0; i<9; i++)\r{\rcolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\raverage+=color.r;\r}\raverage/=9.0;\r#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\r#else\ngl_FragColor=vec4(average,average,0.0,1.0);\r#endif\n}\r#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\runiform float averageLuminance;\rvoid main()\r{\rvec4 color=texture2D(textureAdderSampler,vUV);\r#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\rcolor=adjustedColor;\rcolor.a=1.0;\r#endif\ngl_FragColor=color;\r}\r#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\runiform float strength;\runiform float ghostDispersal;\runiform float haloWidth;\runiform vec2 resolution;\runiform float distortionStrength;\rfloat hash(vec2 p)\r{\rfloat h=dot(p,vec2(127.1,311.7));\rreturn -1.0+2.0*fract(sin(h)*43758.5453123);\r}\rfloat noise(in vec2 p)\r{\rvec2 i=floor(p);\rvec2 f=fract(p);\rvec2 u=f*f*(3.0-2.0*f);\rreturn mix(mix(hash(i+vec2(0.0,0.0)),\rhash(i+vec2(1.0,0.0)),u.x),\rmix(hash(i+vec2(0.0,1.0)),\rhash(i+vec2(1.0,1.0)),u.x),u.y);\r}\rfloat fbm(vec2 p)\r{\rfloat f=0.0;\rf+=0.5000*noise(p); p*=2.02;\rf+=0.2500*noise(p); p*=2.03;\rf+=0.1250*noise(p); p*=2.01;\rf+=0.0625*noise(p); p*=2.04;\rf/=0.9375;\rreturn f;\r}\rvec3 pattern(vec2 uv)\r{\rvec2 p=-1.0+2.0*uv;\rfloat p2=dot(p,p);\rfloat f=fbm(vec2(15.0*p2))/2.0;\rfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\rfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\rfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\rreturn (1.0-f)*vec3(r,g,b);\r}\rfloat luminance(vec3 color)\r{\rreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\r}\rvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\r{\rreturn vec4(\rtexture2D(tex,texcoord+direction*distortion.r).r,\rtexture2D(tex,texcoord+direction*distortion.g).g,\rtexture2D(tex,texcoord+direction*distortion.b).b,\r1.0\r);\r}\rvoid main(void)\r{\rvec2 uv=-vUV+vec2(1.0);\rvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\rvec2 texelSize=1.0/resolution;\rvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\rvec4 result=vec4(0.0);\rfloat ghostIndice=1.0;\rfor (int i=0; i<GHOSTS; ++i)\r{\rvec2 offset=fract(uv+ghostDir*ghostIndice);\rfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\rghostIndice+=1.0;\r}\rvec2 haloVec=normalize(ghostDir)*haloWidth;\rfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\rresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\rgl_FragColor=result;\r}\r#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\runiform sampler2D lensDirtSampler;\runiform sampler2D lensStarSampler;\runiform mat4 lensStarMatrix;\rvoid main(void)\r{\rvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\rvec4 lensMod=texture2D(lensDirtSampler,vUV);\rlensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);\rvec4 result=texture2D(textureSampler,vUV)*lensMod;\rgl_FragColor=texture2D(otherSampler,vUV)+result;\r}\r#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\runiform sampler2D depthSampler;\runiform float distance;\rvoid main(void)\r{\rvec4 sharp=texture2D(otherSampler,vUV);\rvec4 blur=texture2D(textureSampler,vUV);\rfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\rfloat factor=0.0;\rif (dist<0.05)\rfactor=1.0;\relse if (dist<0.1)\rfactor=20.0*(0.1-dist);\relse if (dist<0.5)\rfactor=0.0;\relse\rfactor=2.0*(dist-0.5);\rfactor=clamp(factor,0.0,0.90);\rgl_FragColor=mix(sharp,blur,factor);\r}\r#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform vec2 screenSize;\runiform float motionScale;\runiform float motionStrength;\runiform sampler2D depthSampler;\rvoid main(void)\r{\rvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=cpos*inverseViewProjection;\rvec4 ppos=cpos*prevViewProjection;\rppos.xyz/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const standardPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"standard.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/standard.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Ud,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/packingFunctions\";\n\nconst name = \"standardPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\r{\rvec4 color=texture2D(textureSampler,vUV);\rgl_FragColor=color;\r}\r#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+dsOffsets[0]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\raverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\raverage/=16.0;\rgl_FragColor=average;\r}\r#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\runiform float brightThreshold;\rvoid main(void)\r{\rvec4 average=vec4(0.0,0.0,0.0,0.0);\raverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\raverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\raverage*=0.25;\rfloat luminance=length(average.rgb);\rif (luminance<brightThreshold) {\raverage=vec4(0.0,0.0,0.0,1.0);\r}\rgl_FragColor=average;\r}\r#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\runiform sampler2D lensSampler;\runiform float exposure;\rvoid main(void)\r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\rcolour*=exposure;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\rcolour+=colour*texture2D(lensSampler,vUV).rgb;\rvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\rgl_FragColor=finalColor;\r}\r#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\runiform mat4 lightWorld;\runiform vec3 cameraPosition;\runiform vec3 sunDirection;\runiform vec3 sunColor;\runiform vec2 depthValues;\runiform float scatteringCoefficient;\runiform float scatteringPower;\runiform sampler2D shadowMapSampler;\runiform sampler2D positionSampler;\rfloat computeScattering(float lightDotView)\r{\rfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\rresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\rreturn result;\r}\rvoid main(void)\r{\rvec3 worldPos=texture2D(positionSampler,vUV).rgb;\rvec3 startPosition=cameraPosition;\rvec3 rayVector=worldPos-startPosition;\rfloat rayLength=length(rayVector);\rvec3 rayDirection=rayVector/rayLength;\rfloat stepLength=rayLength/NB_STEPS;\rvec3 stepL=rayDirection*stepLength;\rvec3 currentPosition=startPosition;\rvec3 accumFog=vec3(0.0);\rfor (int i=0; i<int(NB_STEPS); i++)\r{\rvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\rfloat depthMetric= (worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\rfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\rworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\rworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\rfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\rif (shadowMapValue>shadowPixelDepth)\raccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\rcurrentPosition+=stepL;\r}\raccumFog/=NB_STEPS;\rvec3 color=accumFog*scatteringPower;\rgl_FragColor=vec4(color*exp(color) ,1.0);\r}\r#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\rvoid main(void)\r{\rgl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\r}\r#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\rvoid main()\r{\rfloat average=0.0;\rvec4 color=vec4(0.0);\rfloat maximum=-1e20;\rvec3 weight=vec3(0.299,0.587,0.114);\rfor (int i=0; i<4; i++)\r{\rcolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\rfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\r#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\r#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\r#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\r#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\r#endif\nmaximum=max(maximum,GreyValue);\raverage+=(0.25*log(1e-5+GreyValue));\r}\raverage=exp(average);\rgl_FragColor=vec4(average,maximum,0.0,1.0);\r}\r#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\runiform float halfDestPixelSize;\r#ifdef FINAL_DOWN_SAMPLER\n#include<packingFunctions>\n#endif\nvoid main()\r{\rvec4 color=vec4(0.0);\rfloat average=0.0;\rfor (int i=0; i<9; i++)\r{\rcolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\raverage+=color.r;\r}\raverage/=9.0;\r#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\r#else\ngl_FragColor=vec4(average,average,0.0,1.0);\r#endif\n}\r#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\runiform float averageLuminance;\rvoid main()\r{\rvec4 color=texture2D(textureAdderSampler,vUV);\r#ifndef AUTO_EXPOSURE\nvec4 adjustedColor=color/averageLuminance;\rcolor=adjustedColor;\rcolor.a=1.0;\r#endif\ngl_FragColor=color;\r}\r#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\runiform float strength;\runiform float ghostDispersal;\runiform float haloWidth;\runiform vec2 resolution;\runiform float distortionStrength;\rfloat hash(vec2 p)\r{\rfloat h=dot(p,vec2(127.1,311.7));\rreturn -1.0+2.0*fract(sin(h)*43758.5453123);\r}\rfloat noise(in vec2 p)\r{\rvec2 i=floor(p);\rvec2 f=fract(p);\rvec2 u=f*f*(3.0-2.0*f);\rreturn mix(mix(hash(i+vec2(0.0,0.0)),\rhash(i+vec2(1.0,0.0)),u.x),\rmix(hash(i+vec2(0.0,1.0)),\rhash(i+vec2(1.0,1.0)),u.x),u.y);\r}\rfloat fbm(vec2 p)\r{\rfloat f=0.0;\rf+=0.5000*noise(p); p*=2.02;\rf+=0.2500*noise(p); p*=2.03;\rf+=0.1250*noise(p); p*=2.01;\rf+=0.0625*noise(p); p*=2.04;\rf/=0.9375;\rreturn f;\r}\rvec3 pattern(vec2 uv)\r{\rvec2 p=-1.0+2.0*uv;\rfloat p2=dot(p,p);\rfloat f=fbm(vec2(15.0*p2))/2.0;\rfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\rfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\rfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\rreturn (1.0-f)*vec3(r,g,b);\r}\rfloat luminance(vec3 color)\r{\rreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\r}\rvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\r{\rreturn vec4(\rtexture2D(tex,texcoord+direction*distortion.r).r,\rtexture2D(tex,texcoord+direction*distortion.g).g,\rtexture2D(tex,texcoord+direction*distortion.b).b,\r1.0\r);\r}\rvoid main(void)\r{\rvec2 uv=-vUV+vec2(1.0);\rvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\rvec2 texelSize=1.0/resolution;\rvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\rvec4 result=vec4(0.0);\rfloat ghostIndice=1.0;\rfor (int i=0; i<GHOSTS; ++i)\r{\rvec2 offset=fract(uv+ghostDir*ghostIndice);\rfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\rghostIndice+=1.0;\r}\rvec2 haloVec=normalize(ghostDir)*haloWidth;\rfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\rweight=pow(1.0-weight,10.0);\rresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\rresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\rgl_FragColor=result;\r}\r#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\runiform sampler2D lensDirtSampler;\runiform sampler2D lensStarSampler;\runiform mat4 lensStarMatrix;\rvoid main(void)\r{\rvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\rvec4 lensMod=texture2D(lensDirtSampler,vUV);\rlensMod+=texture2D(lensStarSampler,vUV/*lensFlareCoords*/);\rvec4 result=texture2D(textureSampler,vUV)*lensMod;\rgl_FragColor=texture2D(otherSampler,vUV)+result;\r}\r#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\runiform sampler2D depthSampler;\runiform float distance;\rvoid main(void)\r{\rvec4 sharp=texture2D(otherSampler,vUV);\rvec4 blur=texture2D(textureSampler,vUV);\rfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\rfloat factor=0.0;\rif (dist<0.05)\rfactor=1.0;\relse if (dist<0.1)\rfactor=20.0*(0.1-dist);\relse if (dist<0.5)\rfactor=0.0;\relse\rfactor=2.0*(dist-0.5);\rfactor=clamp(factor,0.0,0.90);\rgl_FragColor=mix(sharp,blur,factor);\r}\r#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\runiform mat4 prevViewProjection;\runiform vec2 screenSize;\runiform float motionScale;\runiform float motionStrength;\runiform sampler2D depthSampler;\rvoid main(void)\r{\rvec2 texelSize=1.0/screenSize;\rfloat depth=texture2D(depthSampler,vUV).r;\rvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\rcpos=cpos*inverseViewProjection;\rvec4 ppos=cpos*prevViewProjection;\rppos.xyz/=ppos.w;\rppos.xy=ppos.xy*0.5+0.5;\rvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\rfloat speed=length(velocity/texelSize);\rint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\rvec4 result=texture2D(textureSampler,vUV);\rfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\rif (i>=nSamples)\rbreak;\rvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\rresult+=texture2D(textureSampler,offset1);\r}\rgl_FragColor=result/float(nSamples);\r}\r#endif\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const standardPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const stereoscopicInterlacePixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -11,6 +11,6 @@ useCamB=vUV.y>0.5;
11
11
  if (useCamB){
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const stereoscopicInterlacePixelShader = { name, shader };
16
16
  //# sourceMappingURL=stereoscopicInterlace.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicInterlace.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/stereoscopicInterlace.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"stereoscopicInterlacePixelShader\";\nconst shader = `const vec3 TWO=vec3(2.0,2.0,2.0);\rvarying vec2 vUV;\runiform sampler2D camASampler;\runiform sampler2D textureSampler;\runiform vec2 stepSize;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rbool useCamA;\rbool useCamB;\rvec2 texCoord1;\rvec2 texCoord2;\rvec3 frag1;\rvec3 frag2;\r#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\rtexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\r#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\ruseCamA=mod(rowNum,2.0)==1.0;\ruseCamB=mod(rowNum,2.0)==0.0;\rtexCoord1=vec2(vUV.x,vUV.y);\rtexCoord2=vec2(vUV.x,vUV.y);\r#else\nuseCamB=vUV.y>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\rtexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\r#endif\n#endif\nif (useCamB){\rfrag1=texture2D(textureSampler,texCoord1).rgb;\rfrag2=texture2D(textureSampler,texCoord2).rgb;\r}else if (useCamA){\rfrag1=texture2D(camASampler ,texCoord1).rgb;\rfrag2=texture2D(camASampler ,texCoord2).rgb;\r}else {\rdiscard;\r}\rgl_FragColor=vec4((frag1+frag2)/TWO,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const stereoscopicInterlacePixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"stereoscopicInterlace.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/stereoscopicInterlace.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,kCAAkC,CAAC;AAChD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,gCAAgC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"stereoscopicInterlacePixelShader\";\nconst shader = `const vec3 TWO=vec3(2.0,2.0,2.0);\rvarying vec2 vUV;\runiform sampler2D camASampler;\runiform sampler2D textureSampler;\runiform vec2 stepSize;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void)\r{\rbool useCamA;\rbool useCamB;\rvec2 texCoord1;\rvec2 texCoord2;\rvec3 frag1;\rvec3 frag2;\r#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\rtexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\r#else\n#ifdef IS_STEREOSCOPIC_INTERLACED\nfloat rowNum=floor(vUV.y/stepSize.y);\ruseCamA=mod(rowNum,2.0)==1.0;\ruseCamB=mod(rowNum,2.0)==0.0;\rtexCoord1=vec2(vUV.x,vUV.y);\rtexCoord2=vec2(vUV.x,vUV.y);\r#else\nuseCamB=vUV.y>0.5;\ruseCamA=!useCamB;\rtexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\rtexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\r#endif\n#endif\nif (useCamB){\rfrag1=texture2D(textureSampler,texCoord1).rgb;\rfrag2=texture2D(textureSampler,texCoord2).rgb;\r}else if (useCamA){\rfrag1=texture2D(camASampler ,texCoord1).rgb;\rfrag2=texture2D(camASampler ,texCoord2).rgb;\r}else {\rdiscard;\r}\rgl_FragColor=vec4((frag1+frag2)/TWO,1.0);\r}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const stereoscopicInterlacePixelShader = { name, shader };\n"]}
@@ -2,7 +2,7 @@ import "./ShadersInclude/fibonacci";
2
2
  import "./ShadersInclude/helperFunctions";
3
3
  import "./ShadersInclude/subSurfaceScatteringFunctions";
4
4
  import "./ShadersInclude/diffusionProfile";
5
- /** @hidden */
5
+ /** @internal */
6
6
  export declare const subSurfaceScatteringPixelShader: {
7
7
  name: string;
8
8
  shader: string;
@@ -25,6 +25,6 @@ vec3 red =vec3(1.,0.,0.);
25
25
  float phase=0.;
26
26
  // Sideeffect
27
27
  ShaderStore.ShadersStore[name] = shader;
28
- /** @hidden */
28
+ /** @internal */
29
29
  export const subSurfaceScatteringPixelShader = { name, shader };
30
30
  //# sourceMappingURL=subSurfaceScattering.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"subSurfaceScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/subSurfaceScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,4BAA4B,CAAC;AACpC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqJb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fibonacci\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/diffusionProfile\";\n\nconst name = \"subSurfaceScatteringPixelShader\";\nconst shader = `#include<fibonacci>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vec2 vUV;\runiform vec2 texelSize;\runiform sampler2D textureSampler;\runiform sampler2D irradianceSampler;\runiform sampler2D depthSampler;\runiform sampler2D albedoSampler;\runiform vec2 viewportSize;\runiform float metersPerUnit;\rconst float LOG2_E=1.4426950408889634;\rconst float SSS_PIXELS_PER_SAMPLE=4.;\rconst int _SssSampleBudget=40;\r#define rcp(x) 1./x\n#define Sq(x) x*x\n#define SSS_BILATERAL_FILTER true\nvec3 EvalBurleyDiffusionProfile(float r,vec3 S)\r{\rvec3 exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \rvec3 expSum=exp_13*(1.+exp_13*exp_13); \rreturn (S*rcp(8.*PI))*expSum; \r}\rvec2 SampleBurleyDiffusionProfile(float u,float rcpS)\r{\ru=1.-u; \rfloat g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));\rfloat n=exp2(log2(g)*(-1.0/3.0)); \rfloat p=(g*n)*n; \rfloat c=1.+p+n; \rfloat d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \rfloat x=(3./LOG2_E)*log2(c)-d; \rfloat rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));\rfloat r=x*rcpS;\rfloat rcpPdf=(8.*PI*rcpS)*rcpExp; \rreturn vec2(r,rcpPdf);\r}\rvec3 ComputeBilateralWeight(float xy2,float z,float mmPerUnit,vec3 S,float rcpPdf)\r{\r#ifndef SSS_BILATERAL_FILTER\nz=0.;\r#endif\nfloat r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));\rfloat area=rcpPdf;\r#if SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,0.0,1.0);\r#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\r#endif\n}\rvoid EvaluateSample(int i,int n,vec3 S,float d,vec3 centerPosVS,float mmPerUnit,float pixelsPerMm,\rfloat phase,inout vec3 totalIrradiance,inout vec3 totalWeight)\r{\rfloat scale =rcp(float(n));\rfloat offset=rcp(float(n))*0.5;\rfloat sinPhase,cosPhase;\rsinPhase=sin(phase);\rcosPhase=cos(phase);\rvec2 bdp=SampleBurleyDiffusionProfile(float(i)*scale+offset,d);\rfloat r=bdp.x;\rfloat rcpPdf=bdp.y;\rfloat phi=SampleDiskGolden(i,n).y;\rfloat sinPhi,cosPhi;\rsinPhi=sin(phi);\rcosPhi=cos(phi);\rfloat sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \rfloat cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \rvec2 vec=r*vec2(cosPsi,sinPsi);\rvec2 position; \rfloat xy2;\rposition=vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*texelSize;\rxy2 =r*r;\rvec4 textureSample=texture2D(irradianceSampler,position);\rfloat viewZ=texture2D(depthSampler,position).r;\rvec3 irradiance =textureSample.rgb;\rif (testLightingForSSS(textureSample.a))\r{\rfloat relZ=viewZ-centerPosVS.z;\rvec3 weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);\rtotalIrradiance+=weight*irradiance;\rtotalWeight +=weight;\r}\relse\r{\r}\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec4 irradianceAndDiffusionProfile =texture2D(irradianceSampler,vUV);\rvec3 centerIrradiance=irradianceAndDiffusionProfile.rgb;\rint diffusionProfileIndex=int(round(irradianceAndDiffusionProfile.a*255.));\rfloat centerDepth =0.;\rvec4 inputColor=texture2D(textureSampler,vUV);\rbool passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);\rif (passedStencilTest)\r{\rcenterDepth=texture2D(depthSampler,vUV).r;\r}\rif (!passedStencilTest) { \rgl_FragColor=inputColor;\rreturn;\r}\rfloat distScale =1.;\rvec3 S =diffusionS[diffusionProfileIndex];\rfloat d =diffusionD[diffusionProfileIndex];\rfloat filterRadius=filterRadii[diffusionProfileIndex];\rvec2 centerPosNDC=vUV;\rvec2 cornerPosNDC=vUV+0.5*texelSize;\rvec3 centerPosVS =vec3(centerPosNDC*viewportSize,1.0)*centerDepth; \rvec3 cornerPosVS =vec3(cornerPosNDC*viewportSize,1.0)*centerDepth; \rfloat mmPerUnit =1000.*(metersPerUnit*rcp(distScale));\rfloat unitsPerMm=rcp(mmPerUnit);\rfloat unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);\rfloat pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;\rfloat filterArea =PI*Sq(filterRadius*pixelsPerMm);\rint sampleCount =int(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));\rint sampleBudget=_SssSampleBudget;\rint texturingMode=0;\rvec3 albedo =texture2D(albedoSampler,vUV).rgb;\rif (distScale==0. || sampleCount<1)\r{\r#ifdef DEBUG_SSS_SAMPLES\nvec3 green=vec3(0.,1.,0.);\rgl_FragColor=vec4(green,1.0);\rreturn;\r#endif\ngl_FragColor=vec4(inputColor.rgb+albedo*centerIrradiance,1.0);\rreturn;\r}\r#ifdef DEBUG_SSS_SAMPLES\nvec3 red =vec3(1.,0.,0.);\rvec3 blue=vec3(0.,0.,1.);\rgl_FragColor=vec4(mix(blue,red,clamp(float(sampleCount)/float(sampleBudget),0.0,1.0)),1.0);\rreturn;\r#endif\nfloat phase=0.;\rint n=min(sampleCount,sampleBudget);\rvec3 centerWeight =vec3(0.); \rvec3 totalIrradiance=vec3(0.);\rvec3 totalWeight =vec3(0.);\rfor (int i=0; i<n; i++)\r{\rEvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\rphase,totalIrradiance,totalWeight);\r}\rtotalWeight=max(totalWeight,HALF_MIN);\rgl_FragColor=vec4(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3(0.0)),1.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const subSurfaceScatteringPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"subSurfaceScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/subSurfaceScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,4BAA4B,CAAC;AACpC,OAAO,kCAAkC,CAAC;AAC1C,OAAO,gDAAgD,CAAC;AACxD,OAAO,mCAAmC,CAAC;AAE3C,MAAM,IAAI,GAAG,iCAAiC,CAAC;AAC/C,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqJb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,+BAA+B,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/fibonacci\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/subSurfaceScatteringFunctions\";\nimport \"./ShadersInclude/diffusionProfile\";\n\nconst name = \"subSurfaceScatteringPixelShader\";\nconst shader = `#include<fibonacci>\n#include<helperFunctions>\n#include<subSurfaceScatteringFunctions>\n#include<diffusionProfile>\nvarying vec2 vUV;\runiform vec2 texelSize;\runiform sampler2D textureSampler;\runiform sampler2D irradianceSampler;\runiform sampler2D depthSampler;\runiform sampler2D albedoSampler;\runiform vec2 viewportSize;\runiform float metersPerUnit;\rconst float LOG2_E=1.4426950408889634;\rconst float SSS_PIXELS_PER_SAMPLE=4.;\rconst int _SssSampleBudget=40;\r#define rcp(x) 1./x\n#define Sq(x) x*x\n#define SSS_BILATERAL_FILTER true\nvec3 EvalBurleyDiffusionProfile(float r,vec3 S)\r{\rvec3 exp_13=exp2(((LOG2_E*(-1.0/3.0))*r)*S); \rvec3 expSum=exp_13*(1.+exp_13*exp_13); \rreturn (S*rcp(8.*PI))*expSum; \r}\rvec2 SampleBurleyDiffusionProfile(float u,float rcpS)\r{\ru=1.-u; \rfloat g=1.+(4.*u)*(2.*u+sqrt(1.+(4.*u)*u));\rfloat n=exp2(log2(g)*(-1.0/3.0)); \rfloat p=(g*n)*n; \rfloat c=1.+p+n; \rfloat d=(3./LOG2_E*2.)+(3./LOG2_E)*log2(u); \rfloat x=(3./LOG2_E)*log2(c)-d; \rfloat rcpExp=((c*c)*c)*rcp((4.*u)*((c*c)+(4.*u)*(4.*u)));\rfloat r=x*rcpS;\rfloat rcpPdf=(8.*PI*rcpS)*rcpExp; \rreturn vec2(r,rcpPdf);\r}\rvec3 ComputeBilateralWeight(float xy2,float z,float mmPerUnit,vec3 S,float rcpPdf)\r{\r#ifndef SSS_BILATERAL_FILTER\nz=0.;\r#endif\nfloat r=sqrt(xy2+(z*mmPerUnit)*(z*mmPerUnit));\rfloat area=rcpPdf;\r#if SSS_CLAMP_ARTIFACT\nreturn clamp(EvalBurleyDiffusionProfile(r,S)*area,0.0,1.0);\r#else\nreturn EvalBurleyDiffusionProfile(r,S)*area;\r#endif\n}\rvoid EvaluateSample(int i,int n,vec3 S,float d,vec3 centerPosVS,float mmPerUnit,float pixelsPerMm,\rfloat phase,inout vec3 totalIrradiance,inout vec3 totalWeight)\r{\rfloat scale =rcp(float(n));\rfloat offset=rcp(float(n))*0.5;\rfloat sinPhase,cosPhase;\rsinPhase=sin(phase);\rcosPhase=cos(phase);\rvec2 bdp=SampleBurleyDiffusionProfile(float(i)*scale+offset,d);\rfloat r=bdp.x;\rfloat rcpPdf=bdp.y;\rfloat phi=SampleDiskGolden(i,n).y;\rfloat sinPhi,cosPhi;\rsinPhi=sin(phi);\rcosPhi=cos(phi);\rfloat sinPsi=cosPhase*sinPhi+sinPhase*cosPhi; \rfloat cosPsi=cosPhase*cosPhi-sinPhase*sinPhi; \rvec2 vec=r*vec2(cosPsi,sinPsi);\rvec2 position; \rfloat xy2;\rposition=vUV+round((pixelsPerMm*r)*vec2(cosPsi,sinPsi))*texelSize;\rxy2 =r*r;\rvec4 textureSample=texture2D(irradianceSampler,position);\rfloat viewZ=texture2D(depthSampler,position).r;\rvec3 irradiance =textureSample.rgb;\rif (testLightingForSSS(textureSample.a))\r{\rfloat relZ=viewZ-centerPosVS.z;\rvec3 weight=ComputeBilateralWeight(xy2,relZ,mmPerUnit,S,rcpPdf);\rtotalIrradiance+=weight*irradiance;\rtotalWeight +=weight;\r}\relse\r{\r}\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec4 irradianceAndDiffusionProfile =texture2D(irradianceSampler,vUV);\rvec3 centerIrradiance=irradianceAndDiffusionProfile.rgb;\rint diffusionProfileIndex=int(round(irradianceAndDiffusionProfile.a*255.));\rfloat centerDepth =0.;\rvec4 inputColor=texture2D(textureSampler,vUV);\rbool passedStencilTest=testLightingForSSS(irradianceAndDiffusionProfile.a);\rif (passedStencilTest)\r{\rcenterDepth=texture2D(depthSampler,vUV).r;\r}\rif (!passedStencilTest) { \rgl_FragColor=inputColor;\rreturn;\r}\rfloat distScale =1.;\rvec3 S =diffusionS[diffusionProfileIndex];\rfloat d =diffusionD[diffusionProfileIndex];\rfloat filterRadius=filterRadii[diffusionProfileIndex];\rvec2 centerPosNDC=vUV;\rvec2 cornerPosNDC=vUV+0.5*texelSize;\rvec3 centerPosVS =vec3(centerPosNDC*viewportSize,1.0)*centerDepth; \rvec3 cornerPosVS =vec3(cornerPosNDC*viewportSize,1.0)*centerDepth; \rfloat mmPerUnit =1000.*(metersPerUnit*rcp(distScale));\rfloat unitsPerMm=rcp(mmPerUnit);\rfloat unitsPerPixel=2.*abs(cornerPosVS.x-centerPosVS.x);\rfloat pixelsPerMm =rcp(unitsPerPixel)*unitsPerMm;\rfloat filterArea =PI*Sq(filterRadius*pixelsPerMm);\rint sampleCount =int(filterArea*rcp(SSS_PIXELS_PER_SAMPLE));\rint sampleBudget=_SssSampleBudget;\rint texturingMode=0;\rvec3 albedo =texture2D(albedoSampler,vUV).rgb;\rif (distScale==0. || sampleCount<1)\r{\r#ifdef DEBUG_SSS_SAMPLES\nvec3 green=vec3(0.,1.,0.);\rgl_FragColor=vec4(green,1.0);\rreturn;\r#endif\ngl_FragColor=vec4(inputColor.rgb+albedo*centerIrradiance,1.0);\rreturn;\r}\r#ifdef DEBUG_SSS_SAMPLES\nvec3 red =vec3(1.,0.,0.);\rvec3 blue=vec3(0.,0.,1.);\rgl_FragColor=vec4(mix(blue,red,clamp(float(sampleCount)/float(sampleBudget),0.0,1.0)),1.0);\rreturn;\r#endif\nfloat phase=0.;\rint n=min(sampleCount,sampleBudget);\rvec3 centerWeight =vec3(0.); \rvec3 totalIrradiance=vec3(0.);\rvec3 totalWeight =vec3(0.);\rfor (int i=0; i<n; i++)\r{\rEvaluateSample(i,n,S,d,centerPosVS,mmPerUnit,pixelsPerMm,\rphase,totalIrradiance,totalWeight);\r}\rtotalWeight=max(totalWeight,HALF_MIN);\rgl_FragColor=vec4(inputColor.rgb+albedo*max(totalIrradiance/totalWeight,vec3(0.0)),1.);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const subSurfaceScatteringPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const tonemapPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -12,6 +12,6 @@ colour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);
12
12
  gl_FragColor=vec4(colour.rgb,1.0);
13
13
  // Sideeffect
14
14
  ShaderStore.ShadersStore[name] = shader;
15
- /** @hidden */
15
+ /** @internal */
16
16
  export const tonemapPixelShader = { name, shader };
17
17
  //# sourceMappingURL=tonemap.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Cb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float _ExposureAdjustment;\r#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\rconst float B=0.50;\rconst float C=0.10;\rconst float D=0.20;\rconst float E=0.02;\rconst float F=0.30;\rconst float W=11.2;\r#endif\nfloat Luminance(vec3 c)\r{\rreturn dot(c,vec3(0.22,0.707,0.071));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\r#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \rfloat lumTm=lum*_ExposureAdjustment;\rfloat scale=lumTm/(1.0+lumTm); \rcolour*=scale/lum;\r#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rconst float ExposureBias=2.0;\rvec3 x=ExposureBias*colour;\rvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\rx=vec3(W,W,W);\rvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\rcolour=curr*whiteScale;\r#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\r#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\r#endif\ngl_FragColor=vec4(colour.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const tonemapPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"tonemap.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/tonemap.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EA0Cb,CAAC;AACH,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"tonemapPixelShader\";\nconst shader = `varying vec2 vUV;\runiform sampler2D textureSampler;\runiform float _ExposureAdjustment;\r#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\rconst float B=0.50;\rconst float C=0.10;\rconst float D=0.20;\rconst float E=0.02;\rconst float F=0.30;\rconst float W=11.2;\r#endif\nfloat Luminance(vec3 c)\r{\rreturn dot(c,vec3(0.22,0.707,0.071));\r}\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) \r{\rvec3 colour=texture2D(textureSampler,vUV).rgb;\r#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \rfloat lumTm=lum*_ExposureAdjustment;\rfloat scale=lumTm/(1.0+lumTm); \rcolour*=scale/lum;\r#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rconst float ExposureBias=2.0;\rvec3 x=ExposureBias*colour;\rvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\rx=vec3(W,W,W);\rvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\rcolour=curr*whiteScale;\r#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\rvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\rvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\rcolour=retColor*retColor;\r#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour= vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\r#endif\ngl_FragColor=vec4(colour.rgb,1.0);\r}`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const tonemapPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const volumetricLightScatteringPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -7,6 +7,6 @@ vec2 tc=vUV;
7
7
  }
8
8
  // Sideeffect
9
9
  ShaderStore.ShadersStore[name] = shader;
10
- /** @hidden */
10
+ /** @internal */
11
11
  export const volumetricLightScatteringPixelShader = { name, shader };
12
12
  //# sourceMappingURL=volumetricLightScattering.fragment.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetricLightScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,cAAc;AACd,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D lightScatteringSampler;\runiform float decay;\runiform float exposure;\runiform float weight;\runiform float density;\runiform vec2 meshPositionOnScreen;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 tc=vUV;\rvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\rdeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\rfloat illuminationDecay=1.0;\rvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\rfor(int i=0; i<NUM_SAMPLES; i++) {\rtc-=deltaTexCoord;\rvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\rdataSample*=illuminationDecay*weight;\rcolor+=dataSample;\rilluminationDecay*=decay;\r}\rvec4 realColor=texture2D(textureSampler,vUV);\rgl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @hidden */\nexport const volumetricLightScatteringPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"volumetricLightScattering.fragment.js","sourceRoot":"","sources":["../../../../../lts/core/generated/Shaders/volumetricLightScattering.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AAErD,MAAM,IAAI,GAAG,sCAAsC,CAAC;AACpD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Bd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,oCAAoC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\n\nconst name = \"volumetricLightScatteringPixelShader\";\nconst shader = `uniform sampler2D textureSampler;\runiform sampler2D lightScatteringSampler;\runiform float decay;\runiform float exposure;\runiform float weight;\runiform float density;\runiform vec2 meshPositionOnScreen;\rvarying vec2 vUV;\r#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\r#define CUSTOM_FRAGMENT_MAIN_BEGIN\nvec2 tc=vUV;\rvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\rdeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\rfloat illuminationDecay=1.0;\rvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\rfor(int i=0; i<NUM_SAMPLES; i++) {\rtc-=deltaTexCoord;\rvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\rdataSample*=illuminationDecay*weight;\rcolor+=dataSample;\rilluminationDecay*=decay;\r}\rvec4 realColor=texture2D(textureSampler,vUV);\rgl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\r#define CUSTOM_FRAGMENT_MAIN_END\n}\r`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const volumetricLightScatteringPixelShader = { name, shader };\n"]}
@@ -1,4 +1,4 @@
1
- /** @hidden */
1
+ /** @internal */
2
2
  export declare const volumetricLightScatteringPassPixelShader: {
3
3
  name: string;
4
4
  shader: string;
@@ -11,6 +11,6 @@ vec4 diffuseColor=texture2D(diffuseSampler,vUV);
11
11
  gl_FragColor=vec4(0.0,0.0,0.0,1.0);
12
12
  // Sideeffect
13
13
  ShaderStore.ShadersStore[name] = shader;
14
- /** @hidden */
14
+ /** @internal */
15
15
  export const volumetricLightScatteringPassPixelShader = { name, shader };
16
16
  //# sourceMappingURL=volumetricLightScatteringPass.fragment.js.map